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Rust debug, profiling and other console commands

Quick answer: these are the Rust console commands for debugging, profiling, testing and every command not on the other pages. Type one in the server console or over RCON, or in the F1 console in game when you are an admin on that server. This list comes straight from a Rust dedicated server (Rust build 26431843, read 2026-11-06), and it is refreshed after every Rust update.

Admins means the player must be an owner or moderator on the server; Server console and RCON commands cannot be typed by a player at all. The common admin commands, the global commands (kick, ban, teleport) and the Oxide commands are on Rust admin commands. The other groups: Server, player and item commands, World, event and vehicle commands, F1 client commands.

CommandWho can run itWhat it does
analytics.resetstatsAdmins
analytics.statsAdmins
analytics.tablestatsAdmins
analytics.uploaderstatsAdmins
CommandWho can run itWhat it does
basesculpture.applyrandomshapesAdmins
basesculpture.listsavedsculpturesAdminsLists all locally saved sculpture files in the sculpture save directory
basesculpture.loadsculptureAdminsLoads a .sculpt file by name and applies it to the sculpture entity the local player is currently looking at
basesculpture.printcrcAdmins
basesculpture.savesculptureAdminsSaves the sculpture the local player is currently looking at to a .sculpt file with the given name in the sculpture save directory
CommandWho can run itWhat it does
copypaste.copybox_svAdminsServer-side handler that copies all entities within the specified bounding box (center + size) into a named paste file; called from copybox client command
copypaste.copybuilding_svAdminsServer-side handler that copies all entities belonging to the building the player is looking at into a named paste file; called from the copybuilding client command
copypaste.copyradius_svAdminsServer-side handler that copies all entities within the specified radius around a position into a named paste file; called from the copyradius client command
copypaste.download_paste_svAdminsDownloads a paste file stored on the server (legacy server-side storage) by name and sends its entity data to the requesting client for local storage
copypaste.killbox_svAdminsServer-side handler that destroys all entities within the current selection bounds that match the active paste filter options (NPCs, vehicles, deployables etc.)
copypaste.list_pastes_svAdminsLists all paste files stored in the legacy server-side copypaste directory and prints their names to the console
copypaste.printselection_svAdminsServer-side handler that prints the names of all entities within the current selection bounds; used to preview what would be included in a copy operation
copypaste.undopaste_svAdminsUndoes the most recent paste operation for the calling player by destroying all entities that were spawned in that paste; replies with ‘History empty’ if nothing to undo
CommandWho can run itWhat it does
debug.addmonumentblockergrace <minutes> (optional: <range>)AdminsAdds the given number of minutes to the decay grace period timer of the monument blocker closest to you, making it start decaying that much sooner. Negative values rewind the timer
debug.applybuildingblockrandomisationAdminsSets the visual variant index on the building block the calling player is looking at; useful for testing block randomisation visuals
debug.applypuzzleresettimeAdminsApplies a debug reset time in seconds to all PuzzleReset objects in the scene, shortening their timers for rapid testing
debug.bench_ioAdminsSpawn lots of IO entities to lag the server
debug.breakheldAdminsBreak the current held object
debug.breakheld_almostAdminsAlmost break the current held object
debug.breakitemAdminsBreak all the items in your inventory whose name match the passed string
debug.breakshieldAdminsBreaks the currently held shield
debug.clearplayermodifiersAdminsRemoves all active modifiers (buffs/debuffs) from the calling player; useful for resetting modifier state during testing
debug.cleartutorialforplayerAdminsIf a player ends up stuck on a tutorial for any reason this will clear the island and reset the player (will also kill player)
debug.completemissionAdminsCompletes all incomplete objectives in the calling player active mission, triggering the mission completion flow
debug.completemissionstageAdmins
debug.completetutorialAdminsImmediately completes the calling player tutorial by triggering the island completion callback; bypasses normal progression
debug.console_print_colorAdminsPrints a message to the server console using the specified ConsoleColor index; useful for testing coloured console output
debug.console_spamAdminsLogs a configurable number of test messages of a given length; used to stress-test console/logging performance and measure output speed
debug.conveyorstrictmodereportAdminsPrints the world position of every industrial conveyor running in strict mode; helps locate conveyors that are blocking item flow
debug.deleteentitiesbyshortname <shortname> (optional: <radius>)AdminsDelete entities with the given short prefab name
debug.deleteentitybyidAdminsDelete entities by id. Supports multiple arguments
debug.drinkAdminsAdds a specified amount of hydration to the calling player at a configurable rate; useful for quickly testing thirst-related mechanics
debug.dropworlditemsAdminsDrops a specified number of the given item short name as world entities from just in front of the calling player; useful for item physics testing
debug.eatAdminsAdds a specified amount of calories to the calling player at a configurable rate; useful for quickly testing hunger-related mechanics
debug.emptytankermoduleAdminsemptyTankerModule - Clears the contents of the tanker module(s) of the modular car you’re looking at
debug.enable_player_movementAdminsSends a client RPC to the target player enabling or disabling their movement controls; admin only; useful for testing freeze/lock mechanics
debug.fillmountsAdminsfillmounts <radius> - Spawns and mounts a player on every mount point in radius
debug.filltankermoduleAdminsfillTankerModule <item> - Fills the tanker module(s) of the modular car you’re looking at with the given liquid (e.g. water, water.salt, crude.oil)
debug.findgapAdminsFind how large of a gap there is. <maxDistance> <stepsize> <maxSize> <layer>
debug.flushgroupAdminsTakes you in and out of your current network group, causing you to delete and then download all entities in your PVS again
debug.foodspoilingdeducttimehoursAdminsDeducts the given number of hours from all spoilable food on the server
debug.foodspoilinginventoryhoursAdminsApplies the given number of hours to all food in the players inventory
debug.foodspoilingspoilallAdminsSpoils all food on the server
debug.forcechickensspawneggAdminsForces all chickens within a given radius of the calling player to immediately spawn an egg; useful for testing egg drop and collection logic
debug.healAdminsTo disable revival if player is downed, pass in --no-recover as the first argument.
debug.hurtAdminsDeals a specified amount of bullet damage to the calling player; optionally targets a named bone to test per-bone hit reactions
debug.invisAdminsMake admin invisible
debug.print_topologiesAdminsPrints out the topologies at your position
debug.printgrouplayerAdminsPrints the network visibility layer (overworld, tunnel, underwater, etc.) at the calling player position; helps debug layer-based network group assignment
debug.printgroupsAdminsLogs all server entity network group IDs and prefab names to the console; useful for debugging network visibility and group assignment
debug.printmonumentblockerAdminsPrints the health and decay state of the monument blocker closest to you. Optional argument: search range in metres (default 100)
debug.printqueuesAdminsPrints a table of all ObjectWorkQueue instances showing name, total items processed, current queue length, and cumulative execution time
debug.puzzleresetAdminsReset all puzzles. Optionally provide a number to only reset puzzles within a radius.
debug.puzzleresetinfoAdminsPrints detailed debug info about the PuzzleReset the calling player is currently inside, including timer state and dependency status
debug.quittutorialAny player
debug.refillvitalsAdminsRefills the vital of a target player. eg. debug.refillsvital jim - leave blank to target yourself, can take multiple players at once. Will revive players if they are injured. To disable this, pass in --no-recover as the first argument.
debug.refillvitalsallAdminsRefills the vitals of all active players on the server. Will revive players if they are injured. To disable this, pass in --no-recover as the first argument.
debug.refrigeratedinventoryhoursAdminsAdds the given number of refrigerated hours to all food in the players inventory, so things like milk skimming can be tested without waiting
debug.removeoverlappingstaticspawnpointsAdminsScans all static respawn areas and kills any whose centre is within 1 metre of another, eliminating duplicate spawn points
debug.renderinfoAdminsGenerates and logs a render info report showing draw calls, batch counts, triangle counts, and shadow caster counts for the current frame
debug.repair_inventoryAdminsRepair all items in inventory
debug.resetsleepingbagtimersAdminsResets all sleeping bag respawn cooldown timers for the calling player, allowing immediate re-use of all their bags
debug.respawnvinetreesinradiusAdminsRespawns vine trees from their stumps within a given radius of the calling player; reports how many were respawned versus blocked by players
debug.setdamageAdminsDeals enough bullet damage to bring the calling player or a named target to the specified health value
debug.setfoodAdminsSets the calling player or a named target player calorie level to the specified value directly
debug.sethealthAdminsSets the calling player or a named target player health to the specified value; useful for testing low-health or death scenarios
debug.setmaxhealthAdminsOverrides the maximum health of the calling player or a named target; pass 0 to reset to the default value
debug.setradiationAdminsSets the calling player or a named target player radiation level to the specified value directly
debug.setthrowableAdmins0 = can’t throw, 1 = can throw & melee, 2 = only throwable
debug.setunloadablecarfillpercentAdminsSets the ore fill percentage on all unloadable train cars within 3 metres of the calling player; updates both inventory amounts and visual ore level
debug.setwaterAdminsSets the calling player or a named target player hydration level to the specified value directly
debug.spawn_all_deployablesAdminsSpawns one of every deployable in a grid
debug.spawnovenstresstestAdminsSpawns a 100x10 grid of lit furnaces loaded with wood and metal ore near the calling player; used to stress-test the oven cooking system
debug.spawnparachutetesterAdminsSpawns a clone of the calling player at a configurable height with a parachute deployed and their belt and wear inventories copied
debug.stallAdminsStalls the main thread for the given duration in seconds (clamped 0-1); admin-only; used to test timeout handling and watchdog systems
debug.starttutorialAny playerBegin the tutorial sequence.
debug.test_custom_vitalsAdminsSends a configurable number of test custom vital entries to the calling player client for a given duration; used to verify custom vitals UI rendering
debug.testerrorAdminsLogs a test error and exception for testing error display.
debug.testtutorialcinematicAdminsTriggers the tutorial island ending cinematic for the calling player; spawns a kayak at the designated mount point and mounts the player to it
debug.tutorialstatusAdminsPrints a table of all active tutorial islands showing index, network group ID, assigned player name, duration, and connection state
debug.vineswinginghighlightAdminsSends a highlight RPC to every VineMountable on the server targeting the calling player; used for visually debugging vine placement
debug.vineswingingreportAdminsPrints a summary table of all VineSwingingTree and VineMountable entities on the server, including average destination count per mountable
CommandWho can run itWhat it does
CommandWho can run itWhat it does
physics.getboundsAdminsPrints the combined world-space bounding box of the entity the calling admin is looking at; useful for verifying collider extents
physics.print_colliders_per_cellAdminsPrints a sorted table of physics cells and how many colliders each contains; helps identify areas with excessive collider density causing physics slowdowns
physics.print_colliders_per_prefabAdminsPrints a sorted table of prefab names and their collider counts; identifies prefabs with unusually high collider counts for optimisation
physics.setboundsAdmins(center vec3) (extents vec3)
CommandWho can run itWhat it does
pool.clear_assetsAdminsClears all cached entries from the asset pool matching the optional name filter
pool.clear_memoryAdminsClears all entries from the object memory pool matching the optional name filter; freed pooled objects are garbage collected
pool.clear_prefabsAdminsClears all cached prefab instances from the prefab pool matching the optional filter, across client, server, and generic pools
pool.debug_mem_startAdminsStart tracking objects from memory pool. Call _stop when done. Use * to explicitly request all types(super expensive!)
pool.debug_mem_stopAdminsStop tracking objects from memory pool & log abnormalities. Accepts max number of logs
pool.export_prefabsAdminsExports the current prefab pool contents to a prefabs.csv file listing pool ID, prefab short name, and instance count
pool.fill_prefabsAdminsPre-warms the prefab pool by instantiating and pooling prefabs matching the optional filter up to the given count override
pool.print_arraypoolAdminsPrints a usage report for the BaseNetwork and ProtocolParser array pools, showing bucket sizes, capacities, and hit/miss stats
pool.print_assetsAdminsPrints a table of all asset pool entries showing asset type, current pooled count, and pool capacity
pool.print_memoryAdminsPrints a table of all object pool entries showing type, capacity, active count, peak usage, hit/miss counts, and spill counts; supports --json
pool.print_prefabsAdminsPrints a table of all prefab pool entries showing prefab name, miss count, current count, target capacity, and push/pop counts; supports --json
pool.reset_max_pool_counterAdminsResets the peak-usage high-water-mark counter for all pools, allowing fresh measurement of maximum pool demand
CommandWho can run itWhat it does
profile.countsyncmoveentitiesAdminsCounts and prints all entities that use synchronous movement updates grouped by prefab, helping identify expensive per-frame entity movers
profile.dump_profile_recordersAdminsDumps all available Unity Profiler recorder handles to CSV format showing name, category, unit type, and flags; useful for discovering available performance metrics
profile.flush_analyticsAdminsFlushes any buffered analytics events immediately to the analytics backend rather than waiting for the next scheduled flush
profile.perfsnapshotAdminsprofile.perfsnapshot [delay=15, int] [name=‘Profile’, str, no extension, max 32chars] [frames=10, int, max 10] [debug=false, dumps a binary snapshot as well] Will produce a JSON perf snapshot of <frames> that can be viewed in Perfetto or similar tools
profile.perfsnapshot_streamAdminsprofile.perfsnapshot_stream [name=‘Profile’, str, no extension, max 32chars] [MainCap=32, int, max 256, buffer size for Main thread in Megabytes] [WorkerCap=8, int, max 256, buffer size for each Worker thread in Megabytes] [debug=false, dumps a binary snapshot as well] Will stream <mainCap>MB worth of data and generate a JSON snapshot that can be viewed in Perfetto or similar tools
profile.resetexportintervalAdminsResets the profiler export interval timer, causing the next export to happen after a full ExportIntervalS from now
profile.startAdminsStarts recording a Unity Profiler binary log to a timestamped file in the profile/ folder; requires ENABLE_PROFILER build flag
profile.stopAdminsStops the active Unity Profiler binary log recording and finalises the file
profile.stopwatchingallocsAdminsStops tracking of allocations
profile.watchallocsAdminsParams: [Name = ‘Allocs’] [maxStackDepth = 16]. Starts tracking of allocs, dumping a [Name].json.gz record once conditions are met

Groups with only a few entries, in one list.

CommandWho can run itWhat it does
basemission.profilenextmissionsvalidstateworkqueueAdminsGenerate a performance capture containing the next run of updateMissionValidStateWorkQueue
birdflock.interestAdminsAdds a bird interest point where you are looking. Args: crow|seagull, duration in seconds (default 300), priority (default 0).
birdflock.startleAdminsStartles every bird flock within the given radius (default 300) of where you are looking, sending them fleeing away from it.
boombox.clearradiobyuserAdminsClears all radio station data set by the given Steam64 ID from all deployed and held boomboxes on the server
camerarenderermanager.pool_statsAdminsPrints pool statistics for the camera renderer manager including active renderer count, pooled task count, and task creation/return counters
cassette.clearcassettesAdminsClears the saved audio recording from all cassette items currently on the server; returns count of cassettes cleared
cassette.clearcassettesbyuserAdminsClears saved audio from all cassettes created by the given Steam64 ID; returns count of cassettes cleared
cinematicentity.hideobjectsAdminsHides cinematic entities by group (0= none, 1= lights, 2= BGs, 3= props, 4= misc)
clawmarkspawner.showclawmarksAdmins
communityentity.pietestAdmins
communityentity.pietest_nextAdmins
communityentity.pietest_prevAdmins
ddraw.ddrawotherAdminsSends a ddraw.text debug draw command to a specific player by Steam ID or name; allows admins to display debug text overlays on another player screen
gc.allocAdminsAllocates a byte array of the given size (default 1 MB) as a GC pressure test; useful for profiling memory allocation throughput
gc.collectAdminsTriggers an immediate full managed garbage collection pass; useful after large allocations for memory profiling
gc.unloadAdminsCalls Resources.UnloadUnusedAssets() to unload assets no longer referenced by any object, freeing RAM and VRAM
growableentity.growallAdminsServer admin: forces all growable entities within 6m of the calling player to advance to their next growth stage instantly
growableentity.killallAdminsServer admin: kills all growable entities within 6m of the calling player, removing them from the planter
hexagongridgenerator.generategrid <gridSize> 5 <tileSpacing> 1.35Admins<gridSize> 5 <tileSpacing> 1.35
hierarchy.cdAdminsChanges the current hierarchy context to the named child GameObject, similar to the Unix cd command; allows drilling into nested scene objects
hierarchy.delAdminsDeletes the named GameObject from the scene hierarchy; use with caution as this permanently removes the object
hierarchy.lsAdminsLists all GameObjects in the current hierarchy context, similar to the Unix ls command; used for navigating the scene hierarchy from the console
manifest.printmanifestAdminsPrints the Facepunch application manifest in a formatted summary showing app name, version, and platform details
manifest.printmanifestrawAdminsPrints the raw contents of the Facepunch manifest file as an unformatted string
memsnap.fullAdminsTakes a full Unity Memory Profiler snapshot capturing all managed, native, and graphics memory and saves it as a timestamped .snap file in profile/memory/
memsnap.managedAdminsTakes a Unity Memory Profiler snapshot capturing managed (C#) heap allocations and saves it as a timestamped .snap file in the profile/memory/ folder
memsnap.nativeAdminsTakes a Unity Memory Profiler snapshot capturing native (C++) heap allocations and saves it as a timestamped .snap file in the profile/memory/ folder
meta.addAdminsadd <convar> <amount> - adds amount to convar
metaldetectorsource.servercountsourcesAdmins
networkprofiler.packet_captureAdminsnetworkprofiler.packet_capture [max size(in MB), min(1), max(10000), float] [max duration(in seconds), min(1), max(3600), float]
networkprofiler.serverprofileAdminsnetworkprofiler.serverprofile [time to profile(in seconds), min(0.1), max(1000), float]
networkprofiler.stop_packet_captureAdminsnetworkprofiler.stop_packet_capture - ends the running packet capture early
render.print_global_entitiesAdminsPrint off count of global building entities on the server
render.tree_entitiesAdminsPrint off count of trees to ensure server sent them all
seagullgroup.landAdminsLands every flying seagull group within the given radius (default 300) of where you are looking, each on its nearest free land point.
seagullgroup.landatAdminsLands the flying seagull group nearest where you are looking, within the given radius (default 300), on the free land point nearest it.
seagullgroup.startleAdminsStartles every landed seagull group within the given radius (default 100) of where you are looking.
serverocclusion.occlusionvalidategroupsAdminsValidates that all server occlusion network groups are correctly mapped to their occlusion data; reports any inconsistencies found
serverocclusion.serverocclusiondebugAdminsTests occlusion visibility between two positions
telephonemanager.printallphonesAdminsPrints a table of all registered telephone entities showing their number, directory name, and world position
triggerbase.clearexcludelayersAdminsRemoves the exclude layer configuration from all registered TriggerBase instances, resetting them to detect all layers
triggerbase.setexcludelayersAdminsApplies the configured exclude layer mask to all registered TriggerBase instances to filter out unwanted layer detections
vddraw.setisrecordingAdminsToggles or explicitly sets VDDraw recording state; when enabled starts capturing DDraw commands for replay; when disabled stops recording
voice.togglevoicerangeboostAdminsEnabled/disables voice range boost for a player eg. ToggleVoiceRangeBoost sam 1
watertreatmentflowratebroadcast.force_flow_rateAdminsForce the water treatment flow rate per minute. Pass no argument to release the override and return to pressure-derived state.
watertreatmentflowratebroadcast.get_num_broadcastersAdmins
watertreatmentflowratebroadcast.get_num_listenersAdmins
watertreatmentwatertank.debug_wtp_pressureAdmins
watertreatmentwatertank.force_pressureAdmins