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Rust Server Admin Commands Guide

This document contains descriptions of variables that control the behavior of an anti-hack system and animal AI in a game. It lists the variable names, possible values, descriptions, notes, and default values. Key points include that it enables anti-hack features like noclip, speedhack, and flyhack protection and controls how violations are calculated and enforced. It also configures animal AI thinking and movement in the game.

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Mircea Gorunescu
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0% found this document useful (0 votes)
210 views6 pages

Rust Server Admin Commands Guide

This document contains descriptions of variables that control the behavior of an anti-hack system and animal AI in a game. It lists the variable names, possible values, descriptions, notes, and default values. Key points include that it enables anti-hack features like noclip, speedhack, and flyhack protection and controls how violations are calculated and enforced. It also configures animal AI thinking and movement in the game.

Uploaded by

Mircea Gorunescu
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

highlighted note in green is a suggestion

highlighted note in red is a warning

Variables
Command
Command Accepted Values Description Notes Default value
line prefix
ai thinking is what allows animals to respond to players and
[Link] true/false enables animal ai thinking
their environment + TRUE

[Link] true/false allow animal movement + TRUE

[Link] greater than 0 + 1

[Link] greater than 0 + 5

[Link] greater than 0 tickrate of ai + 5

[Link] true/false enables antihack + TRUE

[Link] true/false antihack ignores admin movements + TRUE

[Link] true/false antihack verifies object placement + TRUE

[Link] true/false antihack verifies damage caused by players + TRUE

[Link] 0,1,2 changes userlevel of antihack options 0 = users 1 = admins 2 = developers + 2

ban is currently disabled, and kick is the default 0 = no


[Link] 0,1,2 changes what enforcment antihack uses
enforcement 1 = kick 2 = ban + 1

[Link] greater than or equal to 0 the rate that violations drop off after relaxation pause + 0.1

[Link] greater than or equal to 0 time after violations are given for them to start dropping off + 10

[Link] greater than 0 violation level that causes antihack enforcment + 100

antihack.noclip_protection 0,1,2 change the system antihack uses to detect noclip 0 = disabled 1 = raycast 2 = spherecast + 1
setting this to false can stop rubberbanding around doors and
antihack.noclip_reject true/false antihack rejects movement it considers noclip
corners of walls + TRUE

antihack.noclip_penalty greater than or equal to 0 how many violations to give a player detected as noclipping + 4

antihack.speedhack_protection 0,1 enables speedhack protection 0 = disabled 1 = enabled + 1

antihack.speedhack_reject true/false antihack rejects movement it considers speedhack + TRUE

how many violations to give to a player after they reach a set number of
antihack.speedhack_penalty greater than or equal to 0
speeding tickets + 4

speed threshold for antihack to assume actual speedhacks and not just
antihack.speedhack_forgiveness greater than 0
bug/rubberbanding + 2

antihack.speedhack_deltatime greater than 0 time interval antihack uses when calculating a players speed + 0.2

antihack.speedhack_tickets greater than 0 amount of speeding tickets required for antihack to give violations + 10

how many speeding tickets does antihack store in a players speeding


antihack.speedhack_history greater than or equal to 0
ticket history + 15

antihack.flyhack_protection 0,1,2 changes system antihack uses to detect flyhack 0 = disabled 1 = simple 2 = advanced + 1

antihack.flyhack_reject true/false antihack rejects movement it detects as flyhack + TRUE

antihack.flyhack_penalty greater than or equal to 0 amount of violations antihack gives out when it detects a player fly hacking + 4

antihack.flyhack_forgiveness greater than 0 distance of movement before antihacks assumes flyhacking + 2


0 = silent (no info sent to console) 1 = show max violations
(shows max violations for a given player in status command)
[Link] 0,1,2 amount of info antihack prints to console when it gives violations
2 = print every violation to console (can get spammy in + 1
console)

[Link] true/false allow collider batching + TRUE

batching.collider_vertices greater than or equal to 0 amount of vertices to allow in collider batching


warning if you change this make sure to refresh collider + 10000
batching or it will cause glitches and null refrence errors
batching.collider_submeshes greater than or equal to 0 amount of collider submeshes to batch + 1

[Link] 0,1 changes verbosity setting for collider batching + 0

[Link] true/false enables server generating chat logs + TRUE

[Link] greater than 0 how long after a frame is generated to delete it + 30

[Link] true/false turns on instant craft for admins only effects people with auth level 1 and above + FALSE

[Link] greater than or equal to 0 sets the speed of decay on the server 0 = 0% 1 = 100% 2 = 200% can go in increments of 0.01 (1%) + 1

[Link] + FALSE

works on military timescale and effects in game day night


[Link] 0-24 change the hour of the day for the server
cycle (0 = midnight in game, 12 = noon in game)
[Link] 0-31 change the day of the month for the server
[Link] 0-12 change the month of the year for the server
[Link] greater than or equal to 0 change the year of the server
set to -1 for no limit; works for both server console and client
[Link] greater than or equal to -1 set server fps limit 256
console
time is measured in seconds (60 = every minute 300 = every 5
[Link] greater than or equal to -1 garbage collector collection interval -1
minutes)

[Link] greater than or equal to 0 length of time helicopter stays before flying away set to 0 to disable helicopter + 15

[Link] 0,1 enable (#>1) or disable (0) helicopters machine gun if guns is set to 0 helicopter will still use rockets and napalm + 1

1 (default) = 10 damage per bullet 2 = 20 damage per bullet 0.5


[Link] greater than or equal to 0 changes damage of bulets fired from helicopters machine gun
= 5 damage per bullet + 1

[Link] greater than or equal to 0 accuracy of helicopters machine gun 2 = default 1 = twice as accurate 4 = half as accurate + 2

[Link] true/false enable network visablility debug info FALSE


fast and tempgood can cause items to fall through objects
[Link] good, tempgood, fast physics mode that dropped items and bodies use
and the ground + good

[Link] greater than or equal to 0 threshold for an object to bounce off of things + 2

[Link] greater than or equal to 0 + 0.005

[Link] greater than or equal to 0 the solver iteration count allowed for rigid bodies + 7

[Link] greater than or equal to 0 amount of physics steps per second + 16

[Link] true/false enable for auto turrets to target everyone, regardless of authorization + FALSE

[Link] ip of the server +


[Link] server port +
max players allowed on the server before joining players get put into a admins will join server regardless of queue size or maxplayer
[Link] greater than 0
queue limit +
[Link] text name of the server +
[Link] text name of servers main directory folder +
[Link] text servers map +
changes will only take effect when server has no save data
and has to generate a new save file and map
[Link] greater than or equal to 0 servers seed
changes will only take effect when server has no save data +
and has to generate a new save file and map
[Link] greater than or equal to 0 servers salt +
[Link] 1 - 8000 size of the procedural map used by the server -
[Link] greater than 0 interval that the server saves saves the same was as [Link] command + 300

[Link] true/false enable server auto banning anyone with a rust gameban + TRUE

[Link] greater than 0 tickrate of the server default = 10 + 10

[Link] greater than 0 entity rate of the server + 16

[Link] true/false + FALSE

messages sent from server console will still show for players
[Link] true/false enables or disables global chat for all players on the server
in game - TRUE

[Link] true/false enable stability + TRUE

[Link] true/false enable radiation only effects the sphere if enabled as of 2/25/16 + FALSE

amount of time it takes for items/bodies to despawn if they are on the default is 180, value is time in seconds (60 = 1 minute 180 = 3
[Link] greater than or equal to 0
ground minutes 600 = 10 minutes) + 180

[Link] true/false enable for pve only server + FALSE

[Link] text description of server +


[Link] text headerimage of server +
[Link] text url of the servers website +
[Link] 0,1 enable or disable eac on server 1 (default) = enabled 0 = disabled + 1

default is 128, lowering this can help reduce lag caused by


[Link] greater than 0 amount of entity updates to send per loop to players players joining the server, raising it can help players load in
faster
+ 128

[Link] greater than 0 amount of time, in seconds, between plant ticks + 60

[Link] greater than 0 how fast plants move through their life cycle in relation to ticks + 1

distance from a sleeping bag to reset the timer of other beds and sleeping
[Link] greater than or equal to 0
bags
default is 50 + 50

max amount of unacknowledged messages before server assumes it is


[Link] greater than 0
congested + 4

[Link] true/false enable or disable server network caching + TRUE

[Link] greater than 0 informational size of servers network cache

[Link] greater than 0 imformational command, shows size in bytes of current save cache

[Link] true/false enable or disable server compression + FALSE

[Link] true/false enable server to log network information only logs imformation server side not client side + FALSE

spawn.min_rate greater than 0 minimum spawn rate of entities server chooses a random value in between the two values (0.1 + 0.1
= min default 1 = max default) to decide when to spawn in
spawn.max_rate greater than 0 maximum spawn rate of entities entities assuming the entity isn't at its' spawn limit + 1

server chooses a random value between the two values to


spawn.min_density greater than 0 minmum density of entity spawns
decide the amount of a given entity to spawn at once; max + 0.1
density is used to determine the maximum amount of a given
entity can be on the map at once (defaul min density = 0.1
spawn.max_density greater than 0 maximum density of entity spawns default max density = 1) + 1

[Link] 0,1 enable or disable stability verbosity + 0

[Link] 10

[Link] 0-1 stability percentage to break building pieces at default is 5% (0.05); set using increments of 0.01 for 1% + 0.05
[Link] greater than 0 accuracy of stability calculations + 0.001

[Link] 0.0625
[Link] 0.33

[Link] true/false enable 2015 christmas event + TRUE

range around a player to randomly spawn presents in for 2015 christmas


[Link] greater than 0
event + 50

[Link] greater than or equal to 0 amount of gifts to spawn per player for 2015 christmas event + 2

[Link] rcon port +


[Link] rcon ip +
[Link] true/false enables or disables websocket rcon websocket rcon replaces normal rcon + FALSE

[Link] greater than or equal to 1 maximum cpu threads to use 8


[Link] FALSE
[Link] true/false enables garbage collector time warnings in console FALSE
[Link] true/false FALSE
[Link] true/false enables network info being logged from client only logs information client side not server side FALSE

[Link] true/false enables sound pooling + FALSE

[Link] true/false enable decal pooling + TRUE

[Link] true/false enable effect pooling + TRUE

[Link] true/false enable skin pooling + TRUE

[Link] true/false enable tree pooling + TRUE

[Link] true/false enable decor pooling + TRUE

[Link] true/false enables debug damage display for admins FALSE


[Link] true/false enables debug attack display for admins FALSE
[Link] true/false enables debug trigger entries display for admins FALSE

Commands
Command Accepted values Description Notes Min. auth level
shows connected clients in format [steam id 64 bit] [name]
[Link] returns a list of currently connected clients to the console 1
[ping] [connection time in seconds] [ip:port] [violations]
[Link] kicks all connected players from the server 1

[Link] kicks a chosen player from the server if command is used without a name or steam id following it, it 1
64 bit steam id, steam name will kick the first person in a list of all players that is sorted by
[Link] bans a chosen player from the server steam id 1

input command in the format [Link] [64 bit steam id]


[Link] sets a player to auth level 2 [nickname] [reason]; nickname and reason can be left blank 1
and the command will still work
see command format for [Link] for how to enter this
[Link] steam id 64 bit sets a player to auth level 1 command; auth level 1 and auth level 2 have the same 1
privledges
[Link] sets a player with auth level 2 to auth level 0 1
[Link] sets a player with auth level 1 to auth level 0 after using this command save the server config otherwise 1
[Link] steam id 64 bit bans a players steamid changes will be undone when server restarts 1
[Link] steam id 64 bit, steam name unban a player 1
[Link] prints a list of connected clients to the console shows same info as status in a more condenced maner 1
chat message will show up as being said by SERVER; if you
[Link] text speak in global chat over admin console are using spaces in the message put the message in quotes 1
otherwise it will only grab the first word
[Link] prints a list of connected clients to the console shows connected clients in format [steam id 64 bit] [name] 1
[Link] does not show in game name, only steam id 1
[Link] prints a list of banned players shows steam id, in game name, and reason 1
[Link] 1
[Link] mutes a players voice chat 1
[Link] unmutes a players voice chat 1
steam id 64 bit, steam name
[Link] mutes a players global text chat 1
[Link] unmutes a players global text chat 1
[Link] prints out a list of connected clients and their performance numbers must be done in rcon console 1
[Link] 1
causes server wide lag, can be used to sometimes fix NULL
batching.refresh_colliders forces a refresh of batched colliders 1
REFRENCE EXCEPTION errors
[Link] prints out current batching status 1
[Link] prints out the last 200 lines of the rcon console useful for seeing rcon console on in game admin console 1
[Link] text searches rcon console for a particular sting of text 0
[Link] 1
[Link] forces network group to unload and reload all entities can sometimes fix fps drops near large buildings 0
[Link] breaks the object you are currently holding 1
[Link] text breaks all items in your inventory that have names matching the input text 1
causes white debug text to appear for everyone on the server;
entity.debug_toggle toggles debug info for a specific entity that you are currently looking at 1
shows anything that happens to that entity in console
[Link]
[Link] hierarchy name creates an entity at your current position works with most non-procgen entities 1
[Link] 0 - 24 adds a set amount of hours to the current game time decimal amounts can be used 1
[Link] forces garbage collector to collect 0
can help fps if you have been in game for a long period of time
[Link] forces garbage collector to unload 0
[Link] restarts the server with a forced save and 60 second warning 1
[Link] leave the game 0
will create the report as a text file in your main server
[Link] generate an entity report 1
directory
[Link] returns a list of object to the console same info as report but fills up console with hundreds of lines 1
[Link] returns a list of textures in console 1
[Link] returns a list of colliders in console 1
[Link] prints a null refrence error to console and on screen 1
[Link] item id, item shortname adds an item to your crafting queue 0
[Link] forces your player to sleep 1
after [Link] put a steamid or username to spectate a
[Link] enter spectate mode 1
specific person
[Link] teleports you to a player 1
steamid 64 bit, steam name
global.teleport2me teleports a player to you 1
teleports you to the closest of an object with a name that matches your
[Link] entity name 1
input
[Link] forces an entity cleanup 1
[Link] prints out client version info use "sv version" in console to print out server version info 0
[Link] prints out system info in console 0
[Link] steamid 64 bit, steam name spawns a helicopter at a specific players posititon litteraly spawns it inside the player 1
[Link] forces a helicopter to spawn off map and fly to your position 1
[Link] calls in a helicopter to roam the map like normal 1
will only target them if it is already in a position where it can
[Link] steamid 64 bit, steam name forces helicopter to target a specific player 1
do a valid strafe run
[Link] returns a list of nearby entites, with hierarchy names 1
[Link] 1
causes massive lag if there is a lot of the given entity or if you
[Link] hierarchy name deletes all of a specified heirarchy on the server 1
are deleting a broad hierarchy
[Link] gives an item to everyone on the server 1
[Link] item id, item shortname gives a blueprint to everyone on the server 1
[Link] gives you an item 1
follow the command with [steam id or username] [item id]
[quantity]
follow the command with [steam id or username] [item id]
[Link] gives an item to a person using steam username 1
[quantity]
[Link] gives an item to a person using steam id 1
steamid 64 bit, steam name
[Link] gives an item to a persons hotbar 1
[Link] gives a blueprint to a person 1
[Link] returns pooling statistics for the server 1
pool.prefab_stats returns pooling statistics for prefabs 1
pool.asset_stats returns pooling statistics for assets 1
[Link] clears pool 1
[Link] stops the server 1
[Link] creates a backup of the server 1
[Link] saves the server config 1
[Link] returnes server fps to console 1
[Link] forces a server save do this right before a restart to prevent a rollback 1
[Link] loads server config 1
spawn.fill_populations forces all entity populations to fill up to their limit 1
spawn.fill_groups fources all entity groups to fill up to their limit 1
[Link] change the amount of clouds in the sky 1
[Link] change the amount of fog 0 = disabled, 1 = 100%, 2 = 200%, * = automatic; values can be 1
greater than or equal to 0
[Link] change the amount of wind changed using 1% (0.01) increments 1
[Link] change the amount of rain 1
[Link] forces 2015 christmas event 1
[Link] dumps diagnostic info from the physics system 1
searches for any commands matching the input string, then returns them
[Link] alphanumeric characters use "find ." to search for all commands 0
to console
ent kill destroys an entity you are looking at It is suggested that you bind these in game since they are 1
very useful admin tools; can be bound to any key using
ent unlock unlocks an entity you are looking at 1
console command "bind [key] [command]", save the binding
ent who returns the steamid of whoever placed the entity you are looking at by then using "writecfg" 1

writen by dudemanbroguy, current to the best of my knowledge as of 2/25/16

Common questions

Powered by AI

The 'server.writecfg' command saves the current server configuration, ensuring that any changes made to server settings are preserved across restarts. 'server.save' forces the server to save the current game state, preventing data loss during server restarts or crashes. 'server.backup' creates a full backup of server data, which can be used to restore the server to a previous state after data loss or corruption. Collectively, these commands provide comprehensive tools for maintaining server data integrity and continuity, supporting robust server management by ensuring configuration, game state, and data backups are effectively handled .

Increasing 'decay.scale' above the default value of '1' accelerates the rate of structure decay, which can help manage server load by reducing the number of structures maintained over time. This setting is advantageous in high-activity servers with many structures, as it can prevent server clutter and preserve server performance. However, it may also inconvenience players by causing their bases and structures to degrade faster, potentially leading to player dissatisfaction if they cannot maintain their builds at the increased decay rate .

Enabling the 'sentry.targetall' setting can pose security and gameplay challenges because it allows auto turrets to target everyone, regardless of authorization. This could result in friendly fire incidents and disrupt cooperation among teammates or factions by indiscriminately attacking authorized players. It may also create an unbalanced gameplay environment, especially on servers intended for cooperative play .

Enabling 'server.netcache' can improve network performance by reducing the amount of data that needs to be retransmitted between server and client, thanks to improved data caching. However, if the cache becomes too large or is not managed properly, it might lead to memory bloating or cache-related performance issues. Disabling 'server.netcache' might be beneficial in conditions where cache memory usage needs to be minimized or where cache-related issues are impacting server stability or performance .

Altering the 'physics.steps' value changes the number of physics calculations the server performs per second. Increasing this value can lead to more accurate and stable physics simulations, but it may also increase server CPU load, potentially causing performance issues. Conversely, reducing the physics steps could improve performance at the cost of simulation accuracy and potentially lead to unrealistic or unstable physics interactions. Careful consideration of the server's hardware capacity and the desired level of simulation fidelity is necessary when modifying this setting .

The 'gc.interval' setting determines the frequency of garbage collection events, which are essential for freeing up unused memory resources on the server. By setting 'gc.interval' to '-1', garbage collection would effectively be disabled, potentially leading to memory leaks and degraded server performance over time due to the accumulation of unused objects in memory .

Setting 'server.eac' to '0' disables Easy Anti-Cheat (EAC) on the server. While this might reduce performance overhead and prevent false positive bans, it significantly compromises server security by allowing cheats and hacks without restriction. This can lead to an unfair playing environment, diminishing the gaming experience for honest players and potentially driving them away, negatively impacting the server's reputation and player base .

When manipulating 'weather.fog' to adjust fog levels, it is crucial to consider the visual impact on gameplay, as increased fog can reduce visibility, affecting navigation and targeting for players. High fog levels can create more atmospheric and challenging environments but might disadvantage players in gameplay scenarios requiring long-distance sighting. Additionally, varying fog levels could impact server performance, especially in terms of graphics processing, as rendering dense fog is computationally expensive. Balancing visual effects with gameplay fairness and server performance is essential .

Using the command 'batching.refresh_colliders' forces a refresh of batched colliders, which can temporarily improve server performance by fixing null reference errors and other issues. However, this command causes server-wide lag during the refresh process, disrupting gameplay for all active players. Therefore, executing this command without considering the current server load, number of active players, and ongoing activities could lead to a poor gaming experience during the refresh period .

Enabling 'batching.verbose' with a setting of '1' increases the verbosity of the collider batching process, providing more detailed logging information about batching operations. While this can be useful for debugging and optimizing the collider batching performance, it can also lead to console log spam, making it harder to identify relevant information amid the verbose output. This increased verbosity may also slightly impact server performance due to the additional logging overhead .

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