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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.

CommandWhat it does
accessibility.applyallchangesApplies 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_loadbalanceoverduereportRequests an AI load balance overdue report from the client, listing AI tasks that exceeded their allotted CPU budget
ai.aidebug_lookatToggles AI debug visualisation for the entity the local admin player is currently looking at
ai.selectnpclookatEditor-only: selects the NPC entity the local player is looking at in the Unity editor hierarchy for inspection
analytics.pending_analyticsShows how many analytics events are pending upload
apartment.printapartmentcullingPrint list of apartments and their culling states
audio.printenginesoundsprint active engine sound info
audio.printsoundsPrints a list of all currently active audio sources with their asset names, volume, and world position
baseplayer.showserverrestartwarningWill show a translated server restart warning on the player screen.
batching.print_memory_batchingPrints a summary of memory used by the mesh batching system, including total combined mesh sizes and buffer allocations
batching.print_memory_batching_detailedPrints a detailed per-batch breakdown of memory usage, listing each batch group with its vertex buffer size and instance count
batching.print_memory_industrialPrints memory usage specifically for industrial pipe batching, separate from general mesh batching
batching.print_renderersPrints a table of all batched renderer groups showing mesh names, vertex counts, and how many instances are batched together
batching.refresh_renderersForces an immediate full rebuild of all mesh batches, reprocessing every renderer in the scene; use after making large scene changes
benchmarkRun a performance simulation test.
bot.crouchForces 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).
cammountMount the debug camera onto the entity you are looking at.
camspeed <value>Set the debug camera movement speed.
chat.addServer-to-client command that adds a chat message to the local chat UI, including the sender name, message text, and channel type
chat.add2Adds a message to the chat UI. Usage: add2 <channelNum> <steamID> <text> <name> <nameColor> <volume> <nameFormatted>. Use 1 for volume.
chat.clearClears all messages from the chat history display, removing all visible chat lines from the UI
chat.muteMutes a player by name or Steam ID, hiding all their chat messages from the local player
chat.mutelistPrints a list of all players currently muted by the local player, showing their display names and Steam IDs
chat.openOpens the chat input box, focusing it so the local player can begin typing a message immediately
chat.unmuteUnmutes a previously muted player by name or Steam ID, restoring their chat messages in the local player UI
chat.unmuteallRemoves all mutes, restoring chat messages from every previously muted player
cinematicentity.demohideobjectsHides cinematic entities during demos (Use group numbers in HideObjects)
cinematicentity.removedemooverrideRevert cinematic entities in demo playback to their original recorded state
clan.toggleclanToggles the clan GUI
client.benchmarkRuns the client performance benchmark; optionally provide a scene name to bench a specific scene; not available while connected or loading
client.benchmark_demoRuns a demo-based performance benchmark with the given demo file name; separate from normal benchmark to avoid breaking benchmark tooling
client.camphysicalsensortypesPrints a list of all available physical camera sensor type names and their indices for use with camPhysicalSensor
client.connectConnects 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.connecthiddenConnects to a server with the IP address hidden from the UI; shorthand for connect with hideIpAddress=true for streamer use
client.consoletoggleToggles the developer tools panel UI; optionally accepts a panel index to open a specific developer tab
client.disconnectDisconnects from the current server; if a demo is being recorded it is also stopped before disconnecting
client.fpsReturns the current client frame rate in frames per second
client.legacyconsoletoggleToggles the legacy developer console UI; optionally forces a specific panel by index
client.openuseroverlayOpens the Steam overlay for a given Steam ID using the specified overlay dialog type; intended for debugging Steam overlay integration
client.pingReturns the client current round-trip ping to the server in milliseconds
client.ping_testForces an immediate refresh of the ping estimator cache, triggering new ping measurements to nearby servers
client.playerseedForces the local player’s or a named player’s character model to use the specified seed value; admin/developer only
client.playvideoDownloads a video from the given HTTP URL and plays it in the in-game video player dialog; blocked if BlockPlayVideo is set
client.printdecryptqueuePrints the current client decryption queue depth including packet count and byte size
client.printeyesPrint the current player eyes.
client.printgridPrint the current player position.
client.printheadPrint the current player head.
client.printinputPrint the current player input.
client.printposPrint the current player position.
client.printposcenterPrint the current player center position.
client.printreadqueuePrints the current client incoming network read queue depth including packet count and byte size
client.printrotPrint the current player rotation.
client.printspeedPrint the speed the current player is travelling in world space
client.printwritequeuePrints the current client outgoing network write queue depth including packet count and byte size
client.reportDumps a list of all client-side entities with their net IDs and prefab names to the console and a timestamped report file
client.reportbugOpens the in-game bug report dialog
client.reportplayerOpens the report player dialog; optionally pre-fills it with the provided Steam ID
client.requesttutorialfromserverSends a server RPC requesting the tutorial to start for this player; resets the decline and completion flags first
client.setlocalplayervisibleWhen 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.setplayerseedSet the local player’s character model seed, generating a new appearance; admin/developer only
client.setunderwearSets the player’s underwear model by item short name; updates the client skin var and notifies the server of the change
client.shuffleplayerseedRandomises the local player’s character model seed, generating a new random appearance; admin/developer only
client.svForwards the given console command string to the connected server to be executed there; requires appropriate server-side permissions
console.clearClears all entries from the in-game console UI output window
console.copyCopies the entire contents of the in-game console UI output to the system clipboard
copypaste.cancelCancels the current copy/paste selection by resetting both position markers to zero, clearing the selection bounds
copypaste.copyboatCopies the boat or vehicle the player is looking at into a named paste file; functionally identical to copybuilding but semantically distinct for boats
copypaste.copyboxCopies 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.copybuildingCopies the entire building the player is looking at into a named paste file, using the connected building topology to determine what to include
copypaste.copyradiusCopies all entities within the specified radius around the player into a named paste file; args: radius [name]; add --overwrite to replace existing
copypaste.cutCopies 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_pasteAsks 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.killboxDestroys 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_pastesLists 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.listpastesLists all paste files stored in the local client copypaste directory and prints their names to the console
copypaste.loadclipboardLoads 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.pastePastes the clipboard (or named) paste at the player’s current position, respecting all active paste filter flags
copypaste.paste_gridPastes 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_linePastes the specified paste file multiple times in a straight line in the direction the player is facing; args: name count spacing_metres
copypaste.pos1Sets position 1 of the copy/paste selection box to the player’s current world position; use pos2 to set the opposite corner
copypaste.pos2Sets 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_clSends 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.renamepasteRenames 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.saveclipboardSaves 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.undopasteSends 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_codeGenerate a code from the current crosshair settings and copy it to clipboard
crosshair.load_codeLoad and apply crosshair settings from a code
crosshair.reset_to_defaultApply the default crosshair configuration
culling.print_occlusionPrints current occlusion culling statistics from the CullingManager, including how many objects are currently culled vs visible
ddraw.arrowarrow {duration} {color} {start} {end} {radius} {distanceFade}
ddraw.boxbox {duration} {color} {pos} {size} {rot} {distanceFade} {zTest}
ddraw.capsulecapsule {duration} {color} {pos} {rot} {radius} {height} {distanceFade}
ddraw.clearClears all active DDraw debug shapes and text overlays from the client display
ddraw.lineline {duration} {color} {start} {end} {distanceFade} {zTest}
ddraw.max_ddraw_countmax_draw_count {max value} (0 = unlimited)
ddraw.spheresphere {duration} {color} {start} {radius} {distanceFade}
ddraw.texttext {duration} {color} {pos} {text} {distanceFade}
debug.clear_bushesRemoves 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_treesSends 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.clearallfogofwarClears all fog-of-war exploration data for the local player, fully revealing the map; admin-only client action
debug.copydebugworldinfoCopies current world debug info (position, level name, world size, seed) to the system clipboard
debug.debugboatissuePrints detailed info about the rowboat the local player is currently mounted in, including all child entity names, active states, and collider data
debug.debugcameraEnable debug camera mode
debug.debugcamera_clearClears all saved debug camera positions from the current CameraMan instance
debug.debugcamera_fovGet/Set debug camera FOV
debug.debugcamera_guideGet/Set debug camera guide
debug.debugcamera_guide_aspectratioGet/Set debug camera guide aspect ratio
debug.debugcamera_guide_colorGet/Set debug camera guide color
debug.debugcamera_listLists all saved debug camera positions stored in the current CameraMan instance
debug.debugcamera_loadLoads a previously saved debug camera state by name and applies it to the active CameraMan instance
debug.debugcamera_saveSaves the current debug camera position, rotation, and settings under the given name (defaults to the default save slot)
debug.debugcamera_savetofileSaves the current debug camera state to a named file on disk (without extension); useful for sharing camera setups
debug.debugcamera_shakeShake debug camera [amplitude, frequency, duration]
debug.debugcamera_stopshakeStops all debug camera shaking
debug.debugcamera_targetSet debug camera target entity
debug.debugcamera_targetprintPrints the name of the entity currently targeted by the debug camera, or reports if nothing is targeted
debug.debugcamera_unfreezeUnfreeze the player when in debug camera mode
debug.ent_find_radiusGet a list of entity info in radius
debug.lookingatShow info about the entity you are looking at.
debug.lookingat_debugToggle a debug overlay with stats on viewed entities.
debug.noclipToggle admin no clipping
debug.printanimatorsPrints a breakdown of all Animator components in the scene, grouped by controller, showing total count, active, and inactive instances
debug.printcullingvolumeinfoPrints the names of all CullingVolume trigger components overlapping the main camera position; helps debug which culling zones are active
debug.printdebugworldinfoPrints current world debug info (position, level name, world size, seed) to the console; only works when fog-of-war is disabled
debug.printterrainconfigPrints the name of the current terrain config asset loaded by TerrainMeta; useful for confirming which biome or terrain preset is active
debug.repeatcommandRepeats the last command entered into the console window
debug.resetfogofwarResets the local player fog-of-war exploration data, making the entire map unexplored again from the client perspective
debug.setinvis_uiSet/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.
debugcameraEnter free debug camera mode for filming and observation.
debugcamera_autosave true/falseToggle 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_lockLock 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_unfreezeAllow player movement while the debug camera stays fixed.
decal.clearImmediately removes all active decal instances from the scene, clearing all bullet holes, blood splats, and impact marks
demo.browserOpens demo browser
demo.jumpJump to a set time within the demo
demo.pausePauses a running demo (same as setting timescale to 0)
demo.playPlays back a previously recorded demo file by filename, loading the demo world and starting playback from the beginning
demo.playernamesPrints all player names in the demo
demo.readcfgReads the cfg for the current playing demo. This is run when starting a demo
demo.recorderShow/hide demo recorder UI
demo.redocurrentshotDuring demo playback, resets the current camera shot back to its start, replaying it from the beginning
demo.resumeResumes a running demo
demo.skipSkip forward or backwards by a set amount of seconds. Use negative numbers to go backwards.
demo.togglehudToggles the demo playback HUD on or off, equivalent to toggling demo.ui
demo.togglenvgToggles NVG screen effect (only works in demos)
drink <amount>Increase your thirst meter.
eat <amount>Increase your hunger meter.
effects.clearallgibsDestroys all currently active gib objects in the world and reports the count removed; useful for recovering performance after a large battle
effects.currentgibcountPrints 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 killDestroy the entity you are looking at.
ent lockLock the door or container you are looking at.
ent unlockUnlock the door or container you are looking at.
ent whoReturn the Steam ID of who placed the entity you are looking at.
entity.debug_lookatPrints debug info about the entity the local player is currently looking at, including net ID, prefab name, and component list
entity.downloadsignDownloads the sign currently being looked at to disk with the supplied filename
entity.spawnatspawnat <entityName> <worldPos> [worldRotationAngles]
entity.spawnherespawnhere <entityName> [distance] [worldRotationAngles]
entity.spawnviewSpawns the entity at the position and orientation of the camera - spawnview <entityName> [distance] [worldRotationAngles]
entity.uploadsignSets a sign to display the given PNG image
fillwater <fresh/salt/rads>Fill your water containers.
fpsDisplay your current frames per second.
fps.startloggingThis is going to log your FPS into a file, call stoplogging to stop the logging
fps.stoploggingStops an active FPS logging session started with fps.StartLogging and writes the collected frame data to disk
gametip.hidegametipHide the current game tip message.
gametip.listgametipsReturns the array of all registered game tip definitions for console inspection
gametip.showtoastWill show a game tip on the player screen <style> <text>
gametip.showtoast_translatedWill show a translated game tip on the player screen <style> <key> <english> <overlay> <args>
geolocation.geo_statusPrint current GeoLocation state
geolocation.phrases_countPrint how many country phrases are loaded
geolocation.searchSimulate a country search query and log matching results
geolocation.statusPrint current GeoLocation state
geolocation.window_statePrint UI_CountrySelection window state
gesture <name>Make your character perform a gesture animation.
global.addcctvcodeAdds a cctv code to a Computer Station, look at the station when running the command
global.adminui_receivecommandsClient-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_receiveplayerlistClient-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_receiveserverinfoClient-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_receiveugclistClient-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.clearcctvcodesClears all cctv codes from a Computer Station, look at the station when running the command
global.entSends a command to the server followed by the ID of the entity we’re looking at
global.execExecutes a named cfg script file from the cfg directory; useful for applying batches of console commands stored in text files
global.hudcomponentToggles or sets the active state of a named HUD component by searching the UIHUD hierarchy; supports special-casing the error text object
global.killallplayersradiusKill all players within the given radius
global.killplayerinviewKill the player you’re looking at
global.readcfgLoads and applies the default graphics config, then reads cfg/client.cfg and cfg/keys.cfg to restore previously saved settings and bindings
global.removecctvcodeRemoves a cctv code to a Computer Station, look at the station when running the command
global.setcctvcameracodeSets the code for a CCTV camera, look at the camera when running the command
global.setrccodeSets the code for a CCTV camera or any remote controllable with an identifier, look at the object when running the command
global.status_clPrints client-side connection status information including connected state, ping, player entity ID, and current map to the client console
global.writecfgSaves 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/falseToggle invulnerability and remove resource drain.
graphics.dof_focus_lookingatAdmin 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_targetSets 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_nudgeAdjusts the current manual depth-of-field focus distance by the given amount in metres; negative values bring focus closer
graphics.printlodqueuesPrints the current LOD master mesh queue state including pending and in-progress LOD mesh jobs
graphics.reportparticlesystemsPrints a report of all currently playing particle systems with their hierarchy path and particle count; useful for finding expensive particle effects
graphics.reportshadowcastersPrints a report of all visible shadow-casting renderers grouped by mesh name with instance counts; useful for identifying expensive shadow draw calls
graphics.resetmipmapbiasResets the post-process layer mip map bias back to the default value of 0.5
graphics.resolutionsDisplay a list of available resolutions.
graphics.runallshadowpresetsperformancetestsDeveloper-only: sequentially runs shadow performance benchmarks for all shadow quality presets and logs comparative timing results
graphics.runshadowpresetperformancetestDeveloper-only: runs a shadow rendering performance benchmark using the currently selected shadow preset and logs timing results
graphics.setmipmapbiasSets the global mip map bias for the post-process layer ; lower values use lower-resolution mip maps to save VRAM
graphics.vram_reportReturns a formatted VRAM usage report showing estimated memory usage for meshes, textures, render targets, and total graphics memory
grass.print_foliagePrints statistics about the current foliage system state, including active grass instance counts and memory usage
grass.refresh_foliageForces an immediate refresh of all foliage and grass placement, reprocessing the entire visible grass field
heal <amount>Restore your health by an amount.
hero.showTriggers 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.bindbind <key> <commands> - runs commands whenever the given key (or key combo) is pressed, prefix command lists with ~ to cycle instead
input.bind_defaultbind_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.clearbindsResets all key bindings to their defaults, removing any custom bind configurations
input.printbindsPrints all current key bindings to the console, listing each action and the key or button assigned to it
instruments.clearautoplayoverrideClears the overriden autoplay recording of the current instrument
instruments.clearmidibindsClears any binds for the current instrument
instruments.midiinfoPrints out all the notes that can accept midi inputs on the current instrument
instruments.overrideautoplayOverride the autoplay recording of the current instrument
instruments.playnotePlays a note on the current instrument. Eg. playnote c#7, playnote d, playnote f#
instruments.playrecordingPlays a saved Instrument recording. Arg0 is filename (no extension)
instruments.printmidibindsPrints all current rebinds for the current instrument
instruments.printrecordingPrints a debug readout of a recording
instruments.printrecordingpathPrints the path of the autoplay recording for this instrument
instruments.rebindmidiRebinds signal A into signal B. eg. rebindMidi 67 48
instruments.startrecordingStarts an instrument recording. Must supply a filename (no extension)
instruments.stoprecordingStops the current instrument recording
inventory.examineheldTriggers 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.listcraftcountsPrints 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_receiveloadoutlistReceives 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.pipetteSelects the item you’re looking at, gives it to you if you don’t have it in your inventory
inventory.resetcraftcountsResets the per-item craft counters on the local player back to zero; admin-only; useful for resetting craft tracking during testing
inventory.selectitemSelects the item you’re looking at, if in your inventory
inventory.toggleToggles the player inventory screen open or closed; blocked if any keyboard-consuming UI (e.g. text input) is currently active
inventory.togglecraftingToggles the crafting panel open or closed; blocked if any keyboard-consuming UI is active
keyboardmidi.reloadreload the mappings, useful when editing in the background
killKill your character and open the respawn menu.
layer.cullingPrints the current camera culling mask as a list of all visible and hidden Unity layers
layer.hideHides the specified Unity layer from the camera by removing it from the culling mask; accepts a layer name or index
layer.showMakes the specified Unity layer visible by restoring it to the camera culling mask; accepts a layer name or index
layer.toggleToggles visibility of the specified Unity layer in the camera culling mask; accepts a layer name or index
mesh.list_skinnedDumps all active SkinnedMeshRenderers to a file. [Filter] [VisibleOnly]
meta.execexec [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_falseif_false <command> <condition> - runs a command if the condition is false
meta.if_trueif_true <command> <condition> - runs a command if the condition is true
meta.reset_cyclereset_cycle <key> - resets a cycled bind to the beginning
midiconvar.bindkeyoffBinds a note key being released to a convar eg. BindMidiKeyOff NOTE CHANNEL kill
midiconvar.bindkeyonBinds a note key being pressed to a convar eg. BindMidiKeyOn NOTE CHANNEL kill
midiconvar.bindknobBinds a given knob to a convar with min/max eg. BindMidiKnob NOTE CHANNEL graphics.fov 70 90
midiconvar.bindknobrelativeBinds a given knob to a convar with a relative rate for endless scrolling eg. BindMidiKnob NOTE CHANNEL graphics.fov 1
midiconvar.clearallbindingsClears all registered MIDI input-to-convar bindings; admin-only; requires MidiConvar instance to be active
midiconvar.printbindingsPrints all current MIDI-to-convar bindings to the console; admin-only; requires MidiConvar instance to be active
midiconvar.reloadbindingsReloads midi bindings from disk
music.infoPrints the name of the currently playing music track and its playback position to the console
netgraph.enabled true/falseToggle the network debug overlay.
networkprofiler.profile[time to profile(in seconds), min(0.1), max, float]
nexus.redirectDisconnect 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]
noclipToggle flight mode that ignores collision.
note.craft_addServer-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_doneServer-to-client notification that a crafting task has finished; updates the queue UI and triggers success or failure feedback
note.craft_fasttrackedServer-to-client notification that a crafting task has been fast-tracked (instant completed), immediately removing it from the queue display
note.craft_startServer-to-client notification that marks a crafting task as started with a completion time, updating the crafting queue timer display
note.invServer-to-client notification that displays an item pickup notice and increments the relevant Steam stat counters for harvesting and pickup achievements
notifications.addfakenoticesInjects a set of fake account notice entries into the notification system for testing notification display and interaction
notifications.dumpnotificationsLogs all active notification entries to the console showing ID, type, seen state, link, and text for debugging
notifications.forceprocessForces an immediate notification processing pass and refreshes the notification UI; bypasses normal schedule
notifications.refreshClears all notification visuals and rebuilds them from the current notifications list for UI debugging
party.connectpartyConnects the local player to the same server as the rest of their party if a party server is set
party.createpartyCreates a new party for the local player, generating a unique party ID and making the player the party leader
party.fakepartyinviteDebug command that simulates receiving a party invite from a fake player, used to test the party invite UI flow
party.invitepartySends a party invite to the named player or Steam ID, requesting they join the local player party
party.joinpartyJoins an existing party using the given party ID or invite token
party.kickpartyKicks the specified party member by name or Steam ID from the current party; party leader only
party.leavepartyRemoves the local player from their current party, disbanding it if they are the last member
party.printpartyPrints 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.
pingShow your connection latency to the server.
player.cinematic_listPrints a table of all available cinematic animation states and their clip names and durations; admin/developer only; used for selecting animations in cinematics
player.gestureSends 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_gesturesPrints 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.petcmdIssues 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.debugheadbugAdmin-only: scans players within 50m and logs head IK debug data for each PlayerModel to diagnose head bone alignment bugs
refillvitalsRestore your health, hunger and thirst to maximum.
render.expand_instancingForces GPU instancing to expand and rebatch a specific instancing group by name; useful for debugging instancing issues without restarting
render.print_instanced_cellPrint number of meshes inside a single grid
render.print_instanced_debugPrint off array size and memory usage to ensure no memory leaks & debug rendering system
render.print_instanced_renderersPrint off number of each mesh inside instanced rendering system (including outside of render range)
render.print_tree_countsPrint off count of trees to ensure server sent them all
render.test_instancing_cullingSpawn (default 50k) prefabs spread across the map to quickly test instanced rendering system in isolation
rgbeffects.pulsePulses all RGB lighting devices to a given colour over the specified duration in seconds; uses the RGB controller pulse animation
rgbeffects.staticSets all RGB lighting devices to a static colour; takes an RGBA colour argument and applies it to the RGB controller instance
safemode.applysafemodeconfigApplies a known set of safe settings to ensure the game boots
screenshot.takehiresscreenshotTakes a high-resolution screenshot using the configured custom width or the default upscale factor
screenshot.takehirestransparentscreenshotTakes a high-resolution screenshot with a transparent background for use in promotional material
screenshot.takescreenshotTakes a standard resolution screenshot and saves it to the screenshots folder
screenshot.taketransparentscreenshotTakes a screenshot with a transparent background by disabling skybox and terrain rendering
sleepMake your character fall asleep.
spawn <entity>Spawn an entity where you are looking.
spawn.shielddummyRaycasts 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.achievementsPrints a list of all Steam achievements and their current unlock status for the local player; useful for testing achievement triggers
steam.refresh_nickname_cacheForces an immediate refresh of the cached Steam display names for all players currently on the server
steam.resetstatsResets all Steam stats and achievements for the local player to zero/locked; dev use only for achievement testing
store.addfeaturingAdds a new featuring entry to the store (debug only). add_featuring <ItemID> <HeaderText> <TitleText> <SubtitleText> <ImageUrl> <VideoUrl> <TargetUrl> <Priority>
store.addtocartAdds the specified item by store listing ID to the current shopping cart for purchase testing
store.clearcartClears all items from the current shopping cart without completing a purchase
store.fakecheckoutfakeCheckout <success> <itemId1,itemId2,…>
store.printgeneralstorePrints a list of all items in the general section of the item store
store.printweeklyitemsPrints a list of all items currently tagged as weekly featured skins in the item store
store.refreshForces an immediate refresh of the in-game item store data, re-fetching the current weekly skins and store catalogue from the backend
teleport2markerTeleport yourself to your map marker.
teleportlosTeleport to the nearest object in your line of sight.
terrain.debugShows terrain debug info at the camera position including blend weights for terrain layers, topology flags, and splat map values
texture.statsGet statistics about texture memory and the texture streaming system.
tincanalarm.wiredistancecullingEnable/disable the wire distance culling
ui_dropscontroller.testdropcrashDeliberately creates a drops array with null entries and passes it to the controller to test null reference handling in drop rendering
ui_interactiontoast.testerrormodalOpens a test disconnection error modal with a sample exception message; used for testing the error toast UI
ui_interactiontoast.testmodalOpens a test interaction modal dialog with placeholder text; used for testing modal UI layout and button callbacks
ui_mainmenumanager.navigateNavigates the main menu UI to the specified URL or section path using the UI_MainMenuManager navigation system
ui_menubackgroundvideo.emulateerrorTriggers the video error handler on the main menu background video component, simulating a video load failure for UI testing
ui_menubackgroundvideo.forcenextvideoForces all active main menu background video players to advance to the next video in their playlist immediately
ui_notifications.addtestnotificationAdds a test notification of the given type and text to the notifications UI; used for testing notification display during development
ui_steaminventorycrafting.resetwarningResets the Steam inventory crafting warning popup flag so it shows again on the next crafting attempt
ui.loadsignAdmin only: Loads an image from disk into the currently editing sign
ui.printcanvasesPrints a list of all active Unity Canvas components, their render mode, sort order, and screen size for UI layout debugging
ui.printmaskupdategroupsPrints a list of all UI mask update groups and how many masked UI elements each contains, for debugging UI batching
ui.printshadowupdategroupsPrints all UI shadow update groups and their element counts, used to debug shadow rendering batching in the UI system
ui.printtextsReports all the TMP texts set as non-static, being updated by TMP_UpdateManager
ui.savesignSaves the sign image you are currently editing to disk with the given filename
uicontacts.togglecontactsToggles the contacts panel open or closed; blocked if any keyboard-capturing UI is active
weather.debug_cloud_positionPrints the current cloud system world position and layer offsets to the console; useful for debugging cloud layer alignment on the map
weather.savetofileSaves the current environment and weather snapshot to cfg/<name>.cfg so it can later be restored with exec
workshop.print_loaded_skinsPrints a list of all workshop skins currently loaded in the client, showing their item short name and skin ID
world.printrailsPrint list of all railroad meshes