Rust F1 client commands: commands for your own game
Quick answer: these commands run in your own Rust game, not on the server, so you type them into the F1 console in game. Most need you to be an admin on the server you are playing on: noclip to fly, god true to stop taking damage, debugcamera for the free camera.
A dedicated server does not have them, so they are not on the server lists. The server’s own commands are on Rust admin commands and its groups: Server, player and item commands, World, event and vehicle commands, Debug and other commands. Filming tools the server has are on Rust cinematic commands.
Client commands (F1 console only)
Section titled “Client commands (F1 console only)”| Command | What it does |
|---|---|
accessibility.applyallchanges | Applies all pending accessibility colour changes immediately; called automatically when any colour setting changes but can be run manually to force a refresh |
admintime <0-24> | Set the time of day for your client only (set -1 to disable). |
ai.aidebug_loadbalanceoverduereport | Requests an AI load balance overdue report from the client, listing AI tasks that exceeded their allotted CPU budget |
ai.aidebug_lookat | Toggles AI debug visualisation for the entity the local admin player is currently looking at |
ai.selectnpclookat | Editor-only: selects the NPC entity the local player is looking at in the Unity editor hierarchy for inspection |
analytics.pending_analytics | Shows how many analytics events are pending upload |
apartment.printapartmentculling | Print list of apartments and their culling states |
audio.printenginesounds | print active engine sound info |
audio.printsounds | Prints a list of all currently active audio sources with their asset names, volume, and world position |
baseplayer.showserverrestartwarning | Will show a translated server restart warning on the player screen. |
batching.print_memory_batching | Prints a summary of memory used by the mesh batching system, including total combined mesh sizes and buffer allocations |
batching.print_memory_batching_detailed | Prints a detailed per-batch breakdown of memory usage, listing each batch group with its vertex buffer size and instance count |
batching.print_memory_industrial | Prints memory usage specifically for industrial pipe batching, separate from general mesh batching |
batching.print_renderers | Prints a table of all batched renderer groups showing mesh names, vertex counts, and how many instances are batched together |
batching.refresh_renderers | Forces an immediate full rebuild of all mesh batches, reprocessing every renderer in the scene; use after making large scene changes |
benchmark | Run a performance simulation test. |
bot.crouch | Forces a bot in view to crouch. [bool] - enables/disables crouch |
bot.exec_command | [command] Executes a command on the bot you are looking at. |
bot.exec_command_all | [command] Executes a command on all bots. |
bot.exec_command_sphere | [radius] [command] Executes a command on all bots within a sphere. |
camlerp <value> | Smooth out debug camera movement (higher is smoother). |
cammount | Mount the debug camera onto the entity you are looking at. |
camspeed <value> | Set the debug camera movement speed. |
chat.add | Server-to-client command that adds a chat message to the local chat UI, including the sender name, message text, and channel type |
chat.add2 | Adds a message to the chat UI. Usage: add2 <channelNum> <steamID> <text> <name> <nameColor> <volume> <nameFormatted>. Use 1 for volume. |
chat.clear | Clears all messages from the chat history display, removing all visible chat lines from the UI |
chat.mute | Mutes a player by name or Steam ID, hiding all their chat messages from the local player |
chat.mutelist | Prints a list of all players currently muted by the local player, showing their display names and Steam IDs |
chat.open | Opens the chat input box, focusing it so the local player can begin typing a message immediately |
chat.unmute | Unmutes a previously muted player by name or Steam ID, restoring their chat messages in the local player UI |
chat.unmuteall | Removes all mutes, restoring chat messages from every previously muted player |
cinematicentity.demohideobjects | Hides cinematic entities during demos (Use group numbers in HideObjects) |
cinematicentity.removedemooverride | Revert cinematic entities in demo playback to their original recorded state |
clan.toggleclan | Toggles the clan GUI |
client.benchmark | Runs the client performance benchmark; optionally provide a scene name to bench a specific scene; not available while connected or loading |
client.benchmark_demo | Runs a demo-based performance benchmark with the given demo file name; separate from normal benchmark to avoid breaking benchmark tooling |
client.camphysicalsensortypes | Prints a list of all available physical camera sensor type names and their indices for use with camPhysicalSensor |
client.connect | Connects to a server at the given address:port with an optional protocol string; pass hideIpAddress=true to mask the IP in UI (for streamers) |
client.consoletoggle | Toggles the developer tools panel UI; optionally accepts a panel index to open a specific developer tab |
client.disconnect | Disconnects from the current server; if a demo is being recorded it is also stopped before disconnecting |
client.fps | Returns the current client frame rate in frames per second |
client.legacyconsoletoggle | Toggles the legacy developer console UI; optionally forces a specific panel by index |
client.openuseroverlay | Opens the Steam overlay for a given Steam ID using the specified overlay dialog type; intended for debugging Steam overlay integration |
client.ping | Returns the client current round-trip ping to the server in milliseconds |
client.ping_test | Forces an immediate refresh of the ping estimator cache, triggering new ping measurements to nearby servers |
client.playerseed | Forces the local player’s or a named player’s character model to use the specified seed value; admin/developer only |
client.playvideo | Downloads a video from the given HTTP URL and plays it in the in-game video player dialog; blocked if BlockPlayVideo is set |
client.printdecryptqueue | Prints the current client decryption queue depth including packet count and byte size |
client.printeyes | Print the current player eyes. |
client.printgrid | Print the current player position. |
client.printhead | Print the current player head. |
client.printinput | Print the current player input. |
client.printpos | Print the current player position. |
client.printposcenter | Print the current player center position. |
client.printreadqueue | Prints the current client incoming network read queue depth including packet count and byte size |
client.printrot | Print the current player rotation. |
client.printspeed | Print the speed the current player is travelling in world space |
client.printwritequeue | Prints the current client outgoing network write queue depth including packet count and byte size |
client.report | Dumps a list of all client-side entities with their net IDs and prefab names to the console and a timestamped report file |
client.reportbug | Opens the in-game bug report dialog |
client.reportplayer | Opens the report player dialog; optionally pre-fills it with the provided Steam ID |
client.requesttutorialfromserver | Sends a server RPC requesting the tutorial to start for this player; resets the decline and completion flags first |
client.setlocalplayervisible | When called with true, moves the local player model to the AI layer making them visible to NPCs; false moves them to the invisible layer |
client.setplayerseed | Set the local player’s character model seed, generating a new appearance; admin/developer only |
client.setunderwear | Sets the player’s underwear model by item short name; updates the client skin var and notifies the server of the change |
client.shuffleplayerseed | Randomises the local player’s character model seed, generating a new random appearance; admin/developer only |
client.sv | Forwards the given console command string to the connected server to be executed there; requires appropriate server-side permissions |
console.clear | Clears all entries from the in-game console UI output window |
console.copy | Copies the entire contents of the in-game console UI output to the system clipboard |
copypaste.cancel | Cancels the current copy/paste selection by resetting both position markers to zero, clearing the selection bounds |
copypaste.copyboat | Copies the boat or vehicle the player is looking at into a named paste file; functionally identical to copybuilding but semantically distinct for boats |
copypaste.copybox | Copies all entities within the current pos1/pos2 selection box to a named paste file; captures a screenshot thumbnail; add --overwrite to replace an existing paste |
copypaste.copybuilding | Copies the entire building the player is looking at into a named paste file, using the connected building topology to determine what to include |
copypaste.copyradius | Copies all entities within the specified radius around the player into a named paste file; args: radius [name]; add --overwrite to replace existing |
copypaste.cut | Copies the current selection box to a paste file then immediately kills all entities in that box; combines copybox and killbox into a single cut operation |
copypaste.deletepaste | <name> |
copypaste.download_paste | Asks the server to send a legacy server-stored paste file by name; the client must initiate the request so CLIENT_ReceivePaste accepts the reply |
copypaste.killbox | Destroys all entities within the current pos1/pos2 selection bounds that match the active paste filter flags; effectively the delete half of a cut operation |
copypaste.list_pastes | Lists all paste files stored in the local client copypaste directory with their full file names; similar to listpastes but uses a different directory printer |
copypaste.listpastes | Lists all paste files stored in the local client copypaste directory and prints their names to the console |
copypaste.loadclipboard | Loads a previously saved paste file by name into the clipboard slot, making it the active paste ready to be placed with the paste command |
copypaste.paste | Pastes the clipboard (or named) paste at the player’s current position, respecting all active paste filter flags |
copypaste.paste_grid | Pastes the specified paste file in an X by Z grid centred on the player, oriented to the player’s facing direction; args: name x_count z_count spacing_metres |
copypaste.paste_line | Pastes the specified paste file multiple times in a straight line in the direction the player is facing; args: name count spacing_metres |
copypaste.pos1 | Sets position 1 of the copy/paste selection box to the player’s current world position; use pos2 to set the opposite corner |
copypaste.pos2 | Sets position 2 (the opposite corner) of the copy/paste selection box to the player’s current world position; updates the selection bounds when both positions are set |
copypaste.printselection_cl | Sends the current selection bounds to the server and prints a list of all entity names that fall within that box; useful for previewing a copy before committing |
copypaste.renamepaste | Renames a locally stored paste file; args: old_name new_name; fails if the old name does not exist or the new name is already taken |
copypaste.saveclipboard | Saves the current clipboard paste to a named file on disk; add --overwrite to replace an existing paste with the same name |
copypaste.setscreenshot | <name> Takes a screenshot of what you’re looking at and set it as the thumbnail of that file. |
copypaste.undopaste | Sends an undo request to the server to destroy all entities spawned by the calling player’s most recent paste operation |
copypaste.viewscreenshot | <name> |
crosshair.generate_code | Generate a code from the current crosshair settings and copy it to clipboard |
crosshair.load_code | Load and apply crosshair settings from a code |
crosshair.reset_to_default | Apply the default crosshair configuration |
culling.print_occlusion | Prints current occlusion culling statistics from the CullingManager, including how many objects are currently culled vs visible |
ddraw.arrow | arrow {duration} {color} {start} {end} {radius} {distanceFade} |
ddraw.box | box {duration} {color} {pos} {size} {rot} {distanceFade} {zTest} |
ddraw.capsule | capsule {duration} {color} {pos} {rot} {radius} {height} {distanceFade} |
ddraw.clear | Clears all active DDraw debug shapes and text overlays from the client display |
ddraw.line | line {duration} {color} {start} {end} {distanceFade} {zTest} |
ddraw.max_ddraw_count | max_draw_count {max value} (0 = unlimited) |
ddraw.sphere | sphere {duration} {color} {start} {radius} {distanceFade} |
ddraw.text | text {duration} {color} {pos} {text} {distanceFade} |
debug.clear_bushes | Removes all client-side bush and fern decor objects within the given radius of the player or camera; also sends the radius to the server to clear server-side counterparts |
debug.clear_trees | Sends a command to clear tree decor objects within the given radius of the player or camera position; only affects server-side trees when not in demo playback |
debug.clearallfogofwar | Clears all fog-of-war exploration data for the local player, fully revealing the map; admin-only client action |
debug.copydebugworldinfo | Copies current world debug info (position, level name, world size, seed) to the system clipboard |
debug.debugboatissue | Prints detailed info about the rowboat the local player is currently mounted in, including all child entity names, active states, and collider data |
debug.debugcamera | Enable debug camera mode |
debug.debugcamera_clear | Clears all saved debug camera positions from the current CameraMan instance |
debug.debugcamera_fov | Get/Set debug camera FOV |
debug.debugcamera_guide | Get/Set debug camera guide |
debug.debugcamera_guide_aspectratio | Get/Set debug camera guide aspect ratio |
debug.debugcamera_guide_color | Get/Set debug camera guide color |
debug.debugcamera_list | Lists all saved debug camera positions stored in the current CameraMan instance |
debug.debugcamera_load | Loads a previously saved debug camera state by name and applies it to the active CameraMan instance |
debug.debugcamera_save | Saves the current debug camera position, rotation, and settings under the given name (defaults to the default save slot) |
debug.debugcamera_savetofile | Saves the current debug camera state to a named file on disk (without extension); useful for sharing camera setups |
debug.debugcamera_shake | Shake debug camera [amplitude, frequency, duration] |
debug.debugcamera_stopshake | Stops all debug camera shaking |
debug.debugcamera_target | Set debug camera target entity |
debug.debugcamera_targetprint | Prints the name of the entity currently targeted by the debug camera, or reports if nothing is targeted |
debug.debugcamera_unfreeze | Unfreeze the player when in debug camera mode |
debug.ent_find_radius | Get a list of entity info in radius |
debug.lookingat | Show info about the entity you are looking at. |
debug.lookingat_debug | Toggle a debug overlay with stats on viewed entities. |
debug.noclip | Toggle admin no clipping |
debug.printanimators | Prints a breakdown of all Animator components in the scene, grouped by controller, showing total count, active, and inactive instances |
debug.printcullingvolumeinfo | Prints the names of all CullingVolume trigger components overlapping the main camera position; helps debug which culling zones are active |
debug.printdebugworldinfo | Prints current world debug info (position, level name, world size, seed) to the console; only works when fog-of-war is disabled |
debug.printterrainconfig | Prints the name of the current terrain config asset loaded by TerrainMeta; useful for confirming which biome or terrain preset is active |
debug.repeatcommand | Repeats the last command entered into the console window |
debug.resetfogofwar | Resets the local player fog-of-war exploration data, making the entire map unexplored again from the client perspective |
debug.setinvis_ui | Set/remove debug.invis UI for your player (Does not activate debug.invis!) |
debug.showentities | <entity_name> <radius> <duration> <client> - Draws gizmos over entities in a radius. |
debugcamera | Enter free debug camera mode for filming and observation. |
debugcamera_autosave true/false | Toggle automatic saving of debug camera positions. |
debugcamera_guide <0-3> | Set the debug camera composition guide overlay. |
debugcamera_lerp <value> | Set debug camera position smoothing during playback. |
debugcamera_load <name> | Load a saved debug camera position. |
debugcamera_lock | Lock the debug camera in place. |
debugcamera_save <name> | Save the current debug camera position. |
debugcamera_targetmode <0-2> | Set the debug camera target tracking mode. |
debugcamera_unfreeze | Allow player movement while the debug camera stays fixed. |
decal.clear | Immediately removes all active decal instances from the scene, clearing all bullet holes, blood splats, and impact marks |
demo.browser | Opens demo browser |
demo.jump | Jump to a set time within the demo |
demo.pause | Pauses a running demo (same as setting timescale to 0) |
demo.play | Plays back a previously recorded demo file by filename, loading the demo world and starting playback from the beginning |
demo.playernames | Prints all player names in the demo |
demo.readcfg | Reads the cfg for the current playing demo. This is run when starting a demo |
demo.recorder | Show/hide demo recorder UI |
demo.redocurrentshot | During demo playback, resets the current camera shot back to its start, replaying it from the beginning |
demo.resume | Resumes a running demo |
demo.skip | Skip forward or backwards by a set amount of seconds. Use negative numbers to go backwards. |
demo.togglehud | Toggles the demo playback HUD on or off, equivalent to toggling demo.ui |
demo.togglenvg | Toggles NVG screen effect (only works in demos) |
drink <amount> | Increase your thirst meter. |
eat <amount> | Increase your hunger meter. |
effects.clearallgibs | Destroys all currently active gib objects in the world and reports the count removed; useful for recovering performance after a large battle |
effects.currentgibcount | Prints the current number of gib objects active in the world; compare against maxgibs to see how close the budget is to being reached |
electricbattery.battery | ‘charge’ (default to full), ‘deplete’ |
ent kill | Destroy the entity you are looking at. |
ent lock | Lock the door or container you are looking at. |
ent unlock | Unlock the door or container you are looking at. |
ent who | Return the Steam ID of who placed the entity you are looking at. |
entity.debug_lookat | Prints debug info about the entity the local player is currently looking at, including net ID, prefab name, and component list |
entity.downloadsign | Downloads the sign currently being looked at to disk with the supplied filename |
entity.spawnat | spawnat <entityName> <worldPos> [worldRotationAngles] |
entity.spawnhere | spawnhere <entityName> [distance] [worldRotationAngles] |
entity.spawnview | Spawns the entity at the position and orientation of the camera - spawnview <entityName> [distance] [worldRotationAngles] |
entity.uploadsign | Sets a sign to display the given PNG image |
fillwater <fresh/salt/rads> | Fill your water containers. |
fps | Display your current frames per second. |
fps.startlogging | This is going to log your FPS into a file, call stoplogging to stop the logging |
fps.stoplogging | Stops an active FPS logging session started with fps.StartLogging and writes the collected frame data to disk |
gametip.hidegametip | Hide the current game tip message. |
gametip.listgametips | Returns the array of all registered game tip definitions for console inspection |
gametip.showtoast | Will show a game tip on the player screen <style> <text> |
gametip.showtoast_translated | Will show a translated game tip on the player screen <style> <key> <english> <overlay> <args> |
geolocation.geo_status | Print current GeoLocation state |
geolocation.phrases_count | Print how many country phrases are loaded |
geolocation.search | Simulate a country search query and log matching results |
geolocation.status | Print current GeoLocation state |
geolocation.window_state | Print UI_CountrySelection window state |
gesture <name> | Make your character perform a gesture animation. |
global.addcctvcode | Adds a cctv code to a Computer Station, look at the station when running the command |
global.adminui_receivecommands | Client-side handler that receives the list of editable server convars from the server and passes it to the admin UI; called server-to-client, not manually |
global.adminui_receiveplayerlist | Client-side handler that receives a JSON player list from the server and passes it to the admin UI; called server-to-client, not manually |
global.adminui_receiveserverinfo | Client-side handler that receives serialised server info from the server and passes it to the admin UI; called server-to-client, not manually |
global.adminui_receiveugclist | Client-side handler that receives a serialised UGC entity list from the server and passes it to the admin UI; called server-to-client, not manually |
global.clearcctvcodes | Clears all cctv codes from a Computer Station, look at the station when running the command |
global.ent | Sends a command to the server followed by the ID of the entity we’re looking at |
global.exec | Executes a named cfg script file from the cfg directory; useful for applying batches of console commands stored in text files |
global.hudcomponent | Toggles or sets the active state of a named HUD component by searching the UIHUD hierarchy; supports special-casing the error text object |
global.killallplayersradius | Kill all players within the given radius |
global.killplayerinview | Kill the player you’re looking at |
global.readcfg | Loads and applies the default graphics config, then reads cfg/client.cfg and cfg/keys.cfg to restore previously saved settings and bindings |
global.removecctvcode | Removes a cctv code to a Computer Station, look at the station when running the command |
global.setcctvcameracode | Sets the code for a CCTV camera, look at the camera when running the command |
global.setrccode | Sets the code for a CCTV camera or any remote controllable with an identifier, look at the object when running the command |
global.status_cl | Prints client-side connection status information including connected state, ping, player entity ID, and current map to the client console |
global.writecfg | Saves all current client console variable values to cfg/client.cfg and all key bindings to cfg/keys.cfg for persistence across game restarts |
god true/false | Toggle invulnerability and remove resource drain. |
graphics.dof_focus_lookingat | Admin cinematic: sets the depth-of-field focus to the point the CameraMan is currently looking at; only works when CameraMan is active |
graphics.dof_focus_target | Sets a player or entity as the live depth-of-field focus target by name/entity ID; the DoF focus distance tracks the target while set |
graphics.dof_nudge | Adjusts the current manual depth-of-field focus distance by the given amount in metres; negative values bring focus closer |
graphics.printlodqueues | Prints the current LOD master mesh queue state including pending and in-progress LOD mesh jobs |
graphics.reportparticlesystems | Prints a report of all currently playing particle systems with their hierarchy path and particle count; useful for finding expensive particle effects |
graphics.reportshadowcasters | Prints a report of all visible shadow-casting renderers grouped by mesh name with instance counts; useful for identifying expensive shadow draw calls |
graphics.resetmipmapbias | Resets the post-process layer mip map bias back to the default value of 0.5 |
graphics.resolutions | Display a list of available resolutions. |
graphics.runallshadowpresetsperformancetests | Developer-only: sequentially runs shadow performance benchmarks for all shadow quality presets and logs comparative timing results |
graphics.runshadowpresetperformancetest | Developer-only: runs a shadow rendering performance benchmark using the currently selected shadow preset and logs timing results |
graphics.setmipmapbias | Sets the global mip map bias for the post-process layer ; lower values use lower-resolution mip maps to save VRAM |
graphics.vram_report | Returns a formatted VRAM usage report showing estimated memory usage for meshes, textures, render targets, and total graphics memory |
grass.print_foliage | Prints statistics about the current foliage system state, including active grass instance counts and memory usage |
grass.refresh_foliage | Forces an immediate refresh of all foliage and grass placement, reprocessing the entire visible grass field |
heal <amount> | Restore your health by an amount. |
hero.show | Triggers the hero DLC promotional banner to display in the main menu UI |
hurt <amount> | Damage your character by an amount. |
injure <amount> | Wound your character. |
input.bind | bind <key> <commands> - runs commands whenever the given key (or key combo) is pressed, prefix command lists with ~ to cycle instead |
input.bind_default | bind_default <key> <commands> - like bind, but translates the key token from US-QWERTY convention to the active layout. Used by keys_default.cfg so AZERTY/QWERTZ players get sensible binds out of the box |
input.clearbinds | Resets all key bindings to their defaults, removing any custom bind configurations |
input.printbinds | Prints all current key bindings to the console, listing each action and the key or button assigned to it |
instruments.clearautoplayoverride | Clears the overriden autoplay recording of the current instrument |
instruments.clearmidibinds | Clears any binds for the current instrument |
instruments.midiinfo | Prints out all the notes that can accept midi inputs on the current instrument |
instruments.overrideautoplay | Override the autoplay recording of the current instrument |
instruments.playnote | Plays a note on the current instrument. Eg. playnote c#7, playnote d, playnote f# |
instruments.playrecording | Plays a saved Instrument recording. Arg0 is filename (no extension) |
instruments.printmidibinds | Prints all current rebinds for the current instrument |
instruments.printrecording | Prints a debug readout of a recording |
instruments.printrecordingpath | Prints the path of the autoplay recording for this instrument |
instruments.rebindmidi | Rebinds signal A into signal B. eg. rebindMidi 67 48 |
instruments.startrecording | Starts an instrument recording. Must supply a filename (no extension) |
instruments.stoprecording | Stops the current instrument recording |
inventory.examineheld | Triggers the examine action on the item the local player is currently holding, showing its detailed description panel; requires key input to not be suppressed |
inventory.listcraftcounts | Prints the per-item craft count totals for the local player to the console; admin-only; shows how many of each item have been crafted this session |
inventory.loadoutui_receiveloadoutlist | Receives the JSON-encoded list of saved admin loadouts from the server and passes it to the loadout UI for display; called server-to-client, not manually |
inventory.pipette | Selects the item you’re looking at, gives it to you if you don’t have it in your inventory |
inventory.resetcraftcounts | Resets the per-item craft counters on the local player back to zero; admin-only; useful for resetting craft tracking during testing |
inventory.selectitem | Selects the item you’re looking at, if in your inventory |
inventory.toggle | Toggles the player inventory screen open or closed; blocked if any keyboard-consuming UI (e.g. text input) is currently active |
inventory.togglecrafting | Toggles the crafting panel open or closed; blocked if any keyboard-consuming UI is active |
keyboardmidi.reload | reload the mappings, useful when editing in the background |
kill | Kill your character and open the respawn menu. |
layer.culling | Prints the current camera culling mask as a list of all visible and hidden Unity layers |
layer.hide | Hides the specified Unity layer from the camera by removing it from the culling mask; accepts a layer name or index |
layer.show | Makes the specified Unity layer visible by restoring it to the camera culling mask; accepts a layer name or index |
layer.toggle | Toggles visibility of the specified Unity layer in the camera culling mask; accepts a layer name or index |
mesh.list_skinned | Dumps all active SkinnedMeshRenderers to a file. [Filter] [VisibleOnly] |
meta.exec | exec [command_1] … - runs all of the commands passed as arguments (also, if the last argument is true/false then that will flow into each command’s arguments) |
meta.if_false | if_false <command> <condition> - runs a command if the condition is false |
meta.if_true | if_true <command> <condition> - runs a command if the condition is true |
meta.reset_cycle | reset_cycle <key> - resets a cycled bind to the beginning |
midiconvar.bindkeyoff | Binds a note key being released to a convar eg. BindMidiKeyOff NOTE CHANNEL kill |
midiconvar.bindkeyon | Binds a note key being pressed to a convar eg. BindMidiKeyOn NOTE CHANNEL kill |
midiconvar.bindknob | Binds a given knob to a convar with min/max eg. BindMidiKnob NOTE CHANNEL graphics.fov 70 90 |
midiconvar.bindknobrelative | Binds a given knob to a convar with a relative rate for endless scrolling eg. BindMidiKnob NOTE CHANNEL graphics.fov 1 |
midiconvar.clearallbindings | Clears all registered MIDI input-to-convar bindings; admin-only; requires MidiConvar instance to be active |
midiconvar.printbindings | Prints all current MIDI-to-convar bindings to the console; admin-only; requires MidiConvar instance to be active |
midiconvar.reloadbindings | Reloads midi bindings from disk |
music.info | Prints the name of the currently playing music track and its playback position to the console |
netgraph.enabled true/false | Toggle the network debug overlay. |
networkprofiler.profile | [time to profile(in seconds), min(0.1), max, float] |
nexus.redirect | Disconnect and connect to a new server. Can be run from the server. Usage: <address> [port] [protocol] |
nobuildzonematerialcontroller.setheight | [0.0-10] |
nobuildzonematerialcontroller.setstrengthday | [0.0-1.0] |
nobuildzonematerialcontroller.setstrengthnight | [0.0-1.0] |
noclip | Toggle flight mode that ignores collision. |
note.craft_add | Server-to-client notification that adds a new crafting task to the client crafting queue UI, showing the item, amount, and skin being crafted |
note.craft_done | Server-to-client notification that a crafting task has finished; updates the queue UI and triggers success or failure feedback |
note.craft_fasttracked | Server-to-client notification that a crafting task has been fast-tracked (instant completed), immediately removing it from the queue display |
note.craft_start | Server-to-client notification that marks a crafting task as started with a completion time, updating the crafting queue timer display |
note.inv | Server-to-client notification that displays an item pickup notice and increments the relevant Steam stat counters for harvesting and pickup achievements |
notifications.addfakenotices | Injects a set of fake account notice entries into the notification system for testing notification display and interaction |
notifications.dumpnotifications | Logs all active notification entries to the console showing ID, type, seen state, link, and text for debugging |
notifications.forceprocess | Forces an immediate notification processing pass and refreshes the notification UI; bypasses normal schedule |
notifications.refresh | Clears all notification visuals and rebuilds them from the current notifications list for UI debugging |
party.connectparty | Connects the local player to the same server as the rest of their party if a party server is set |
party.createparty | Creates a new party for the local player, generating a unique party ID and making the player the party leader |
party.fakepartyinvite | Debug command that simulates receiving a party invite from a fake player, used to test the party invite UI flow |
party.inviteparty | Sends a party invite to the named player or Steam ID, requesting they join the local player party |
party.joinparty | Joins an existing party using the given party ID or invite token |
party.kickparty | Kicks the specified party member by name or Steam ID from the current party; party leader only |
party.leaveparty | Removes the local player from their current party, disbanding it if they are the last member |
party.printparty | Prints the current party state to the console, listing all members, their Steam IDs, and the party ID |
perf <0-6> | Show performance metrics at the bottom-left of the screen. |
ping | Show your connection latency to the server. |
player.cinematic_list | Prints a table of all available cinematic animation states and their clip names and durations; admin/developer only; used for selecting animations in cinematics |
player.gesture | Sends a request to the server to start the named gesture on the local player; the gesture name must match a valid entry in the gesture collection |
player.list_cinematic_gestures | Prints a list of all gesture convar names that are tagged as cinematic type; used to discover available gesture names for use with player.gesture |
player.petcmd | Issues a command to the local player’s pet; first argument is the command type index, second is the target entity ID; used for controlling tamed animals |
playermodel.debugheadbug | Admin-only: scans players within 50m and logs head IK debug data for each PlayerModel to diagnose head bone alignment bugs |
refillvitals | Restore your health, hunger and thirst to maximum. |
render.expand_instancing | Forces GPU instancing to expand and rebatch a specific instancing group by name; useful for debugging instancing issues without restarting |
render.print_instanced_cell | Print number of meshes inside a single grid |
render.print_instanced_debug | Print off array size and memory usage to ensure no memory leaks & debug rendering system |
render.print_instanced_renderers | Print off number of each mesh inside instanced rendering system (including outside of render range) |
render.print_tree_counts | Print off count of trees to ensure server sent them all |
render.test_instancing_culling | Spawn (default 50k) prefabs spread across the map to quickly test instanced rendering system in isolation |
rgbeffects.pulse | Pulses all RGB lighting devices to a given colour over the specified duration in seconds; uses the RGB controller pulse animation |
rgbeffects.static | Sets all RGB lighting devices to a static colour; takes an RGBA colour argument and applies it to the RGB controller instance |
safemode.applysafemodeconfig | Applies a known set of safe settings to ensure the game boots |
screenshot.takehiresscreenshot | Takes a high-resolution screenshot using the configured custom width or the default upscale factor |
screenshot.takehirestransparentscreenshot | Takes a high-resolution screenshot with a transparent background for use in promotional material |
screenshot.takescreenshot | Takes a standard resolution screenshot and saves it to the screenshots folder |
screenshot.taketransparentscreenshot | Takes a screenshot with a transparent background by disabling skybox and terrain rendering |
sleep | Make your character fall asleep. |
spawn <entity> | Spawn an entity where you are looking. |
spawn.shielddummy | Raycasts from the camera and requests the server to spawn a shield-holding dummy player at the hit point, facing away from the camera; pass true to holster the shield |
spawnitem <item> | Spawn an item where you are looking. |
steam.achievements | Prints a list of all Steam achievements and their current unlock status for the local player; useful for testing achievement triggers |
steam.refresh_nickname_cache | Forces an immediate refresh of the cached Steam display names for all players currently on the server |
steam.resetstats | Resets all Steam stats and achievements for the local player to zero/locked; dev use only for achievement testing |
store.addfeaturing | Adds a new featuring entry to the store (debug only). add_featuring <ItemID> <HeaderText> <TitleText> <SubtitleText> <ImageUrl> <VideoUrl> <TargetUrl> <Priority> |
store.addtocart | Adds the specified item by store listing ID to the current shopping cart for purchase testing |
store.clearcart | Clears all items from the current shopping cart without completing a purchase |
store.fakecheckout | fakeCheckout <success> <itemId1,itemId2,…> |
store.printgeneralstore | Prints a list of all items in the general section of the item store |
store.printweeklyitems | Prints a list of all items currently tagged as weekly featured skins in the item store |
store.refresh | Forces an immediate refresh of the in-game item store data, re-fetching the current weekly skins and store catalogue from the backend |
teleport2marker | Teleport yourself to your map marker. |
teleportlos | Teleport to the nearest object in your line of sight. |
terrain.debug | Shows terrain debug info at the camera position including blend weights for terrain layers, topology flags, and splat map values |
texture.stats | Get statistics about texture memory and the texture streaming system. |
tincanalarm.wiredistanceculling | Enable/disable the wire distance culling |
ui_dropscontroller.testdropcrash | Deliberately creates a drops array with null entries and passes it to the controller to test null reference handling in drop rendering |
ui_interactiontoast.testerrormodal | Opens a test disconnection error modal with a sample exception message; used for testing the error toast UI |
ui_interactiontoast.testmodal | Opens a test interaction modal dialog with placeholder text; used for testing modal UI layout and button callbacks |
ui_mainmenumanager.navigate | Navigates the main menu UI to the specified URL or section path using the UI_MainMenuManager navigation system |
ui_menubackgroundvideo.emulateerror | Triggers the video error handler on the main menu background video component, simulating a video load failure for UI testing |
ui_menubackgroundvideo.forcenextvideo | Forces all active main menu background video players to advance to the next video in their playlist immediately |
ui_notifications.addtestnotification | Adds a test notification of the given type and text to the notifications UI; used for testing notification display during development |
ui_steaminventorycrafting.resetwarning | Resets the Steam inventory crafting warning popup flag so it shows again on the next crafting attempt |
ui.loadsign | Admin only: Loads an image from disk into the currently editing sign |
ui.printcanvases | Prints a list of all active Unity Canvas components, their render mode, sort order, and screen size for UI layout debugging |
ui.printmaskupdategroups | Prints a list of all UI mask update groups and how many masked UI elements each contains, for debugging UI batching |
ui.printshadowupdategroups | Prints all UI shadow update groups and their element counts, used to debug shadow rendering batching in the UI system |
ui.printtexts | Reports all the TMP texts set as non-static, being updated by TMP_UpdateManager |
ui.savesign | Saves the sign image you are currently editing to disk with the given filename |
uicontacts.togglecontacts | Toggles the contacts panel open or closed; blocked if any keyboard-capturing UI is active |
weather.debug_cloud_position | Prints the current cloud system world position and layer offsets to the console; useful for debugging cloud layer alignment on the map |
weather.savetofile | Saves the current environment and weather snapshot to cfg/<name>.cfg so it can later be restored with exec |
workshop.print_loaded_skins | Prints a list of all workshop skins currently loaded in the client, showing their item short name and skin ID |
world.printrails | Print list of all railroad meshes |
