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Rust server and gameplay convars: server, decay and spawn settings

Quick answer: these are the Rust server convars for the server itself, decay, crafting, spawns, chat, teams, building and players, with the value each starts at. Type a name and a value in the server console or RCON, or put that line in server.cfg to apply it at every start. This list comes straight from a Rust dedicated server (Rust build 26431843, read 2026-11-06), and it is refreshed after every Rust update.

A Saved variable is written to cfg/serverauto.cfg by server.writecfg and read back at the next start, before server.cfg. The common ones are on Rust server variables. The other groups: Antihack, network and RCON variables, AI, NPC and animal variables, World, event and vehicle variables.

VariableDefaultSavedWhat it does
global.allowadminuiTrueControls whether the in-game admin UI is displayed to admins
global.cinematicgingerbreadcorpsesFalseWhen enabled a player wearing a gingerbread suit will gib like the gingerbread NPC’s
global.developer0Developer mode level: 0 = off, 1 = developer overlays and convar unlocks, higher values enable increasingly verbose debug logging
global.disablebagdroppingFalseDisables the backpacks that appear after a corpse times out
global.forceunloadbundlesTrueWhen enabled, asset bundles are unloaded from memory after their assets are extracted, saving memory; disable to keep bundles resident
global.job_system_threads15Number of Unity job worker threads; 0 or -1 sets the default (auto); higher values improve parallel job throughput on many-core CPUs
global.maxspraysperplayer40YesIf a player sprays more than this, the oldest spray will be destroyed. 0 will disable
global.maxthreads8Maximum number of Unity job system worker threads; controls the background thread pool size for job dispatching
global.perf0YesControls the on-screen performance overlay detail level; 0 = off, higher values add more metrics such as FPS, ping, entity count, and memory usage
global.showbotsinplayerlistFalseInclude bots in the admin UI player list (debugging purpose only)
global.sprayduration10800YesBase time (in seconds) that sprays last
global.sprayoutofauthmultiplier0.5YesMultiplier applied to SprayDuration if a spray isn’t in the sprayers auth (cannot go above 1f)
global.steamconnectiontimeout
global.steamnagleflushFalse
global.steamnagletimeNagle time, in microseconds
global.steamnetdebug0Turns on varying levels of debug output for the Steam Networking. This will affect performance. (0 = off, 1 = bug, 2 = error, 3 = important, 4 = warning, 5 = message, 6 = verbose, 7 = debug, 8 = everything)
global.steamnetdebug_ackrtt
global.steamnetdebug_message
global.steamnetdebug_p2prendezvous
global.steamnetdebug_packetdecode
global.steamnetdebug_packetgaps
global.steamnetdebug_sdrrelaypings
global.steamsendbufferUpper limit of buffered pending bytes to be sent
global.steamsendratemaxMaxminum send rate clamp, 0 is no limit
global.steamsendrateminMinimum send rate clamp, 0 is no limit
global.updatenetworkpositionwithdebugcamerawhilespectatingFalseWhen true, the server network position is updated to match the debug camera world position while spectating; useful for testing position-dependent server logic from the spectator view
VariableDefaultSavedWhat it does
burieditems.burieditemweight100Metal detector loot weight is 100.
burieditems.buryitemchance0.85[0.0 to 1.0]
burieditems.expirytime86400Time in seconds before an item expires.
burieditems.maxburieditems32
VariableDefaultSavedWhat it does
chat.enabledTrueWhen enabled, this system is globally active; disable to deactivate the system for the current session
chat.globalchatTrue
chat.hidechatintutorialTrue
chat.historysize1000Number of messages to keep in memory for chat history
chat.localchatFalse
chat.localchatrange100Maximum distance in metres within which local chat messages are visible to nearby players; messages from beyond this range are not received
chat.serverlogTrueWhen enabled, all chat messages are written to the server log file in addition to being broadcast to players
VariableDefaultSavedWhat it does
clan.editsrequireclantableTrueIf enabled then players will need to be near a Clan Table to make changes to clans
clan.enabledTrueEnables the clan system if set to true (must be set at boot, requires restart)
clan.maxmembercount100Maximum number of members each clan can have (local backend only!)
clan.scorefordestroyingbradley50How much score players earn for destroying bradley
clan.scorefordestroyingpatrolheli50How much score players earn for destroying patrol heli
clan.scoreforenablingwatertreatmentplant3How much score players earn for running the water treatment plant, per consumed item
clan.scoreforhackingcrates5How much score players earn for hacking crates
clan.scoreforinsertheavyfuseinpowerplant5How much score players earn for inserting a heavy fuse into powerplant
clan.scoreforlaunchingsatellite25How much score players earn for launching a satellite
clan.scoreforlootingelitecrate5How much score players earn for looting an elite crate
clan.scoreforlootingsatellite10How much score players earn for looting a crashed satellite’s crates
clan.scoreforopeninghackedcrates10How much score players earn for opening hacked crates
clan.scoreforreachingcargoship10How much score players earn for reaching cargo ship
clan.scoreforrunningexcavator3How much score players earn for running the excavator, per diesel fuel consumed
clan.scoreforstartingoilrigfuelswitch5How much score players earn for starting the oil rig fuel switch
clan.scoreforswipingredkeycard5How much score players earn for swiping a red keycard
VariableDefaultSavedWhat it does
creative.allusersFalseYesApply creative mode to the entire server
creative.alwaysonenabledFalseYesFailsafe toggle that must be true before any alwaysOn commands work; prevents items from accidentally entering the always-on state outside of creative mode
creative.bypassholdtoplacedurationFalseYesBypasses bypassHoldToPlaceDuration when deploying items
creative.freebuildFalseYesBuild blocks for free
creative.freeplacementFalseYesBypasses all placement checks
creative.freerepairFalseYesBypass the 30s repair cooldown when repairing objects
creative.unlimitedioFalseYesBypasses limits on IO length and points
VariableDefaultSavedWhat it does
decay.bracket_0_blockcount15Number of blocks in the 1st upkeep bracket
decay.bracket_0_costfraction0.1Blocks in the 1st upkeep bracket will cost this value per day to maintain
decay.bracket_0_doorcount15Number of doors in the 1st upkeep bracket
decay.bracket_0_doorfraction0.1Doors in the 1st upkeep bracket will cost this value per day to maintain
decay.bracket_1_blockcount50Number of blocks in the 2nd upkeep bracket
decay.bracket_1_costfraction0.15Blocks in the 2nd upkeep bracket will cost this value per day to maintain
decay.bracket_1_doorcount50Number of doors in the 2nd upkeep bracket
decay.bracket_1_doorfraction0.15Doors in the 2nd upkeep bracket will cost this value per day to maintain
decay.bracket_2_blockcount125The number of blocks in the 3rd upkeep bracket
decay.bracket_2_costfraction0.2Blocks in the 3rd upkeep bracket will cost this value per day to maintain
decay.bracket_2_doorcount125The number of doors in the 3rd upkeep bracket
decay.bracket_2_doorfraction0.2Doors in the 3rd upkeep bracket will cost this value per day to maintain
decay.bracket_3_costfraction0.333Blocks in the 4th upkeep bracket will cost this value per day to maintain
decay.bracket_3_doorfraction0.333Doors in the 4th upkeep bracket will cost this value per day to maintain
decay.build_twig_cost_multiplier1Can players upgrade building blocks to wood
decay.debugFalseWhen enabled, logs decay tick details to the console including which entities took damage and how much
decay.delay_metal0How long should this building grade decay be delayed when not protected by upkeep, in hours
decay.delay_override0When set to a value above 0 everything will decay with this delay
decay.delay_stone0How long should this building grade decay be delayed when not protected by upkeep, in hours
decay.delay_toptier0How long should this building grade decay be delayed when not protected by upkeep, in hours
decay.delay_twig0How long should this building grade decay be delayed when not protected by upkeep, in hours
decay.delay_wood0How long should this building grade decay be delayed when not protected by upkeep, in hours
decay.duration_metal8How long should this building grade take to decay when not protected by upkeep, in hours
decay.duration_override0When set to a value above 0 everything will decay with this duration
decay.duration_stone5How long should this building grade take to decay when not protected by upkeep, in hours
decay.duration_toptier12How long should this building grade take to decay when not protected by upkeep, in hours
decay.duration_twig1How long should this building grade take to decay when not protected by upkeep, in hours
decay.duration_wood3How long should this building grade take to decay when not protected by upkeep, in hours
decay.high_wall_upkeep0.2Upkeep scale for external walls and gates
decay.outside_test_range50Maximum distance to test to see if a structure is outside, higher values are slower but accurate for huge buildings
decay.scale1Multiplier applied to all decay damage per tick; 1.0 = normal, 2.0 = double decay rate, 0.0 = no decay
decay.tick600Interval in seconds between decay processing ticks; default is 10 minutes; lower values cause buildings to lose health more frequently
decay.tick_budget_ms0.25Max milliseconds per frame spent on decay ticks. 0 pauses decay
decay.upgrade_hqm_cost_multiplier1Can players upgrade building blocks to hqm
decay.upgrade_hqm_enabledTrueCan players upgrade building blocks to hqm
decay.upgrade_metal_cost_multiplier1Can players upgrade building blocks to metal
decay.upgrade_metal_enabledTrueCan players upgrade building blocks to metal
decay.upgrade_stone_cost_multiplier1Can players upgrade building blocks to stone
decay.upgrade_stone_enabledTrueCan players upgrade building blocks to stone
decay.upgrade_wood_cost_multiplier1Can players upgrade building blocks to wood
decay.upgrade_wood_enabledTrueCan players upgrade building blocks to wood
decay.upkeepTrueIs upkeep enabled
decay.upkeep_grief_protection1440How many minutes can the upkeep cost last after the cupboard was destroyed? default : 1440 (24 hours)
decay.upkeep_group_count_locksTrueShould players holding a code on one of the building’s doors count towards the group size, whether it is the master code or the guest code
decay.upkeep_group_history_max256Maximum number of players a tool cupboard remembers in the group window, oldest are dropped first
decay.upkeep_group_max_multiplier3Upper limit on the group size upkeep multiplier
decay.upkeep_group_scalingTrueShould upkeep cost scale with the number of players authed on the tool cupboard
decay.upkeep_group_tier_0_increase0Each player in the 1st upkeep group tier increases upkeep cost by this fraction
decay.upkeep_group_tier_0_playercount4Number of players in the 1st (free) upkeep group tier
decay.upkeep_group_tier_1_increase0.02Each player in the 2nd upkeep group tier increases upkeep cost by this fraction
decay.upkeep_group_tier_1_playercount6Number of players in the 2nd (small group) upkeep group tier
decay.upkeep_group_tier_2_increase0.04Each player in the 3rd (large group) upkeep group tier increases upkeep cost by this fraction, this tier is unlimited
decay.upkeep_group_window_hours24Players who authed within this many hours still count towards the group size, even if they have since deauthed
decay.upkeep_heal_scale1Scale at which objects heal when upkeep conditions are met, default of 1 is same rate at which they decay
decay.upkeep_inside_decay_scale0.1Scale at which objects decay when they are inside, default of 0.1
decay.upkeep_lock_min_users2If a code lock has <= this number of users it won’t count its users towards group upkeep tax
decay.upkeep_period_minutes1440How many minutes does the upkeep cost last? default : 1440 (24 hours)
decay.use_door_upkeep_bracketsFalseShould doors have their own upkeep brackets separate from building blocks
VariableDefaultSavedWhat it does
fishing.debugoverfishingFalse
fishing.disableoverfishingFalseYes
fishing.overfishedareadurationminutes30Yes
fishing.overfishedarearadius16Yes
fishing.successesuntiloverfished25Yes
VariableDefaultSavedWhat it does
gamemodesoftcore.allow_tc_corpse_no_buildingTrue
gamemodesoftcore.gather_rate2YesGlobal multiplier for resources gathered in Softcore mode from ores, trees, logs, wild plants and animals; 1.0 = default, 2.0 = double yield
gamemodesoftcore.reclaim_building_authFalseWhen enabled, items are kept in a reclaim backpack even if the player died while inside their own authorised base
gamemodesoftcore.reclaim_fraction_belt0.5Fraction of belt slot items that are preserved in a softcore death reclaim backpack; default 0.5 (50%)
gamemodesoftcore.reclaim_fraction_main0.5Fraction of main inventory items preserved in a softcore death reclaim backpack; default 0.5 (50%)
gamemodesoftcore.reclaim_fraction_wear1Fraction of clothing/armour items that are preserved in a softcore death reclaim backpack; default 1.0 (100%)
gamemodesoftcore.reclaim_suicideFalseWhen enabled, items are kept in a reclaim backpack even if the player died by suicide (F1 kill)
VariableDefaultSavedWhat it does
player.adminsafezonelootingFalseShould admins be allowed to loot incapacitated players (or their corpse / bag) in safe-zones?
player.dropbackpackondeathTrueWhen enabled, players drop their backpack as a loot bag when they die; disable to prevent backpack loot from appearing on death
player.dropbackpackondownedTrueWhen enabled, players drop their backpack when downed/wounded; disable to keep the backpack on the body until death or recovery
player.keepteaondeathFalseWhen enabled, tea/buff effects active on a player at the time of death are carried over to their next life instead of being lost
player.tickrate_cl32
player.tickrate_sv16
player.woundforeverFalseYesWhether the crawling state expires
VariableDefaultSavedWhat it does
relationshipmanager.contactsTrue
relationshipmanager.forgetafterminutes960Time in minutes after which relationship/contacts data for players who have not been seen is forgotten and removed
relationshipmanager.maxplayerrelationships128Maximum number of relationship entries (contacts) each player can store; older entries are evicted when the limit is reached
relationshipmanager.maxteamsize8Maximum number of players allowed in a single team; 0 = teams disabled; changing this at runtime updates all active teams
relationshipmanager.mugshotupdateinterval300Interval in seconds between mugshot (contact portrait) refresh attempts for known players
relationshipmanager.seendistance10Distance in metres within which two players must be for a ‘seen’ relationship event to be recorded
VariableDefaultSavedWhat it does
server.allowsortingTrueSet to false to disable the storage adaptor sorting functionality
server.allowvineswingingTrueYesWhen true, players can grab and swing on deployed vines; disable to prevent vine-swinging movement
server.anticheatidxyza7891h6UjNfd0eb2HQGtaul0WhfvSEasy Anti-Cheat product ID used to authenticate this server with EAC services
server.anticheatkeyOWUDFZmi9VNL/7VhGVSSmCWALKTltKw8ISepa0VXs60Easy Anti-Cheat product key used alongside anticheatid for EAC server authentication
server.anticheatlog200Sets the EOS (Epic Online Services) anti-cheat log verbosity level; higher values produce more detailed anti-cheat diagnostic output
server.anticheattokenTrueWhen true clients must provide a valid EAC token to connect; disable only for testing or modded environments
server.arrowarmor1YesGlobal multiplier for armour effectiveness against arrow and bow damage; 1.0 = default
server.arrowdamage1YesGlobal multiplier for all arrow and bow damage dealt; 1.0 = default, 2.0 = double damage
server.artificialtemperaturegrowablerange4Yes
server.authtimeout60Seconds an incoming connection has to complete authentication (Steam + EAC) before being forcibly disconnected
server.autouploadmapTrueYesAutomatically upload procedurally generated maps so that players download them (faster) instead of re-generating them
server.autouploadmapimagesTrueYesAutomatically upload an image of the map, used to show the map in the server browser
server.bag_quota_item_amountTrue
server.bansserverendpointHTTP API endpoint for centralized banning (see wiki)
server.bansserverfailuremode0Failure mode for centralized banning, set to 1 to reject players from joining if it’s down (see wiki)
server.bansservertimeout5Timeout (in seconds) for centralized banning web server requests
server.batchpacketsTrueSend each connection’s packets for the frame together in batch packets, instead of one network packet each
server.batchpacketsize1100Size in bytes (200-1500) a batch packet is sent at before the end of the frame, larger packets are sent on their own
server.bleedingarmor1YesGlobal multiplier for armour effectiveness against bleeding damage; 1.0 = default
server.bleedingdamage1YesGlobal multiplier for all bleeding damage over time; 1.0 = default
server.bulletarmor1YesGlobal multiplier for armour effectiveness against bullet damage; 1.0 = default
server.bulletdamage1YesGlobal multiplier for all bullet damage dealt by firearms; 1.0 = default, 2.0 = double damage
server.bypassiteminputrestrictionFalseAllows items to be moved into containers that block item input
server.canequipbackpacksinairFalseYesAllows backpack equipping while not grounded
server.ceilinglightgrowablerange3YesRadius in metres within which a ceiling light provides artificial light that counts toward a growable plant’s light requirement
server.ceilinglightheightoffset3YesVertical offset in metres added when checking whether a ceiling light illuminates a plant directly below it
server.censorplayerlistTrueCensors the Steam player list to make player tracking more difficult
server.cinematicFalseWhen true, every player can play cinematic animations and gestures and use the cinematic player commands, and everyone sees an animation someone plays. When false only admins can, and only they see it.
server.combatlogdelay10Seconds of delay before a combat event appears in the player’s own combat log, preventing real-time tracking during a fight
server.combatlogsize30Number of recent combat events retained in each player’s combat log, viewable with combatlog
server.compassenabledTrueWill the in-game compass show at the top of the screen
server.composterupdateinterval300How often (in seconds) composters advance their composting progress; default is every 300 seconds (5 minutes)
server.compressionFalseEnables or disables network packet compression on the server; compression reduces bandwidth at the cost of a small amount of CPU time
server.conveyormovefrequency5YesHow often industrial conveyors attempt to move items (value is an interval measured in seconds). Setting to 0 will disable all movement
server.corpsedespawn300Seconds before a player corpse is removed from the world; default is 300 seconds (5 minutes)
server.corpsesTrueWhether player corpses are spawned when players die; disabling removes corpses entirely and items are dropped directly
server.crawlingenabledTrueYesDo players go into the crawling wounded state
server.crawlingmaximumhealth12Maximum initial health given when a player dies and moves to crawling wounded state
server.crawlingminimumhealth7Minimum initial health given when a player dies and moves to crawling wounded state
server.creamseparationhours4Hours milk has to spend in a refrigerated container before it can be skimmed. Items already chilled won’t notice a change until their next network update
server.cycletime500Duration of a full day/night cycle in seconds; default 500s means roughly one cycle every 8 real-world minutes
server.debrisdespawn30Seconds before environmental debris entities (e.g. broken barrel remnants) are removed from the world; default 30 seconds
server.deepseafogofwarTrueShould the deep sea map be covered by fog of war
server.defaultblueprintresearchcost10YesHow much scrap is required to research default blueprints
server.descriptionNo server description has been provided.Short description of the server shown to players in the server browser
server.destroytaskbatchcount128UsePlayerUpdateJobs 2 related - how many destroy messages to batch into 1 task
server.drawpuzzleresetsFalseWhen enabled, debug spheres are drawn in the world showing the radiation zone boundaries during monument puzzle resets
server.dropitemsTrueWhether items drop to the ground from a player’s inventory when they die; disable to prevent item drops on death
server.eac_gameplay_dataTrueWhether or not to send additional analytics to EAC
server.emojiownershipcheckTrueWhether emoji ownership is checked server side. Could be performance draining in high chat volumes
server.encryption2Network encryption mode; 2 = enabled (recommended), 0 = disabled
server.enforceoverlapchecksonbuildingblockchangesTrueYesWhether to check for illegal industrial pipes and entities when changing building block states (roof bunkers)
server.entitybatchsize100Number of entities included in each entity-update batch per frame; tune to balance CPU time spent on entity processing
server.entitybatchtime1Time in seconds allocated to each entity batch update pass; the server will not start a new batch until this interval has elapsed
server.entityrate16How many times per second entity network state is sent to clients; higher values reduce perceived lag for moving objects
server.eraNonenone,primitive,medieval,frontier,rust
server.eventsTrueEnables automatic server-side game events such as helicopter patrols, airdrops and cargo ship visits
server.explosive_testing_modeFalseLower damage of explosives to 1 and allow them to be triggered multiple times
server.farmchickenlocalavoidanceTrueYesWhether to run local avoidance for chickens, disabling might get a slight performance improvement but chickens will clip
server.favoritesendpointYesDomain name to save when players favorite your server. The port can be omitted if using the default port or a SRV DNS record is created.
server.filefolderoverrideOverride the root storage folder for server files; leave empty to use the default server/identity path
server.filerequestbytesburst4194304Burst of requested file data bytes each client can be sent before further requests are deferred. Replicated so clients throttle their own requests to match
server.filerequestbytespersecond2097152Bytes per second of requested file data (sign textures, photos, cassette audio, sculpts) sent to each client; requests beyond this are deferred, not dropped. Replicated so clients throttle their own requests to match
server.filerequestdebugFalsePrint file request rate limiting activity to the server console: incoming requests, bytes sent, and per-connection budget usage as it recovers over time
server.filerequestqueuelength256Maximum deferred file requests per client; requests beyond this are dropped (a legitimate client’s own request throttle never fills the queue)
server.fogofwarFalseShould the in-game map be covered by a fog of war
server.fogofwarrevealsize256How much area around the player is revealed when using fog of war. Must be a multiple of 32
server.foodspoilingTrueWhether to run the food spoiling system
server.foodspoilingbudgetms0.05Maximum milliseconds per frame the server spends advancing food spoil timers; lower values reduce frame time impact at the cost of less frequent spoil updates
server.funwaterdamagethreshold0.8Yes
server.funwaterwetnessgain0.05Yes
server.gamemodeShort name of the game mode to activate on this server (e.g. ‘softcore’, ‘hardcore’); applies convar overrides defined by that game mode’s prefab
server.hardcorefirearmammunitioncraftingmultiplier1YesMultiplies crafting cost of firearm ammunition
server.headerimageYesURL of the banner/header image shown at the top of this server’s page in the server browser
server.hideplayermapdirectionFalseShould hte player see their direction on the map
server.hideplayeronmapFalseShould the player see their position on the map
server.homingmissiletargetshabFalseIf true hot air balloons can be shot down with homing missiles
server.hopperanimationbudgetms0.1YesHow long per frame to spend animating items moving into the hopper (will be instant if <= 0)
server.hostnameMy Untitled Rust ServerServer name displayed in the server browser
server.http_connection_limit32Maximum number of simultaneous outbound HTTP connections the server may have open at once; used for map uploads, ban checks, and other web requests
server.identitymy_server_identityUnique identifier for this server instance; determines the subfolder used for saves, configs and map data
server.idlekick30Minutes of in-game inactivity before a player is automatically kicked; set to 0 to disable idle kick
server.idlekickadmins0Minutes of inactivity before admin players are idle-kicked; 0 disables idle kick specifically for admins regardless of idlekickmode
server.idlekickmode1Controls who is subject to the idle kick: 0 = nobody, 1 = non-admin players only, 2 = all players including admins
server.incapacitatedrecoverchance0.1YesBase chance of recovery after incapacitated wounded state
server.industrialallowquickmoveTrueEnables a faster way to move items around during conveyor transfers. Should be on unless there’s a issue
server.industrialcrafterfrequency5YesHow often industrial crafters attempt to craft items (value is an interval measured in seconds). Setting to 0 will disable all crafting
server.industrialframebudgetms0.5YesHow long per frame to spend on industrial jobs
server.industrialtransferstricttimelimitsTrueYesWhen enabled industrial transfers will abort if they start to take too long. Will lead to inconsistent splitting but should retain performance
server.ipIP address the server binds to; leave empty to bind to all interfaces
server.ipqueriespermin30Maximum number of Steam server browser queries allowed per minute from a single IP address
server.itemdespawn300Seconds before items dropped on the ground despawn; default is 300 seconds (5 minutes)
server.itemdespawn_container_max_multiplier24Upper cap on the loot container despawn multiplier; at default 24 the maximum lifetime is 24 x 5 min = 2 hours
server.itemdespawn_container_scale2Multiplier applied to the base item despawn time for items sitting inside loot containers; default 2x extends their lifetime
server.itemdespawn_quick30Fast-despawn time in seconds used for short-lived dropped items such as empty casings or small debris; default 30 seconds
server.levelProcedural MapMap level to load on startup, e.g. ‘Procedural Map’, ‘Barren’, or a custom map name
server.leveltransferTrueWhen true the server sends the map file to clients so they can load it without re-generating it locally
server.levelurlURL to download a custom map file from; if set the server will fetch and load this map instead of generating one
server.log_invalid_packet_lengthsFalseYesLogs network packets rejected for being empty or not byte-aligned
server.logoimageYesURL of the logo image shown for this server in the server browser
server.long_distance_soundsTrueWhen enabled, long-distance ambient sounds (e.g. distant gunfire) are networked to clients; disabling may reduce bandwidth on busy servers
server.lowprioritybuoyancyrange30If no players are in this range kayaks, boogie boards and inner tubes will switch to a cheaper buoyancy system
server.mapenabledTrueCan players use the in-game map
server.max_explosive_protection0.75
server.max_sleeping_bags15The most sleeping bags and beds one player can have. 0 turns the limit off.
server.max_tool_cupboards0Maximum number of tool cupboards each player can place, 0 or less is unlimited. Lowering it doesn’t remove cupboards that are already placed
server.maxclientinfosize1048576Maximum byte size of the client info blob sent during the connection handshake; clients sending a larger payload are rejected
server.maxconnectionsperip5Maximum number of simultaneous connections allowed from the same IP address; helps mitigate connection-flooding attacks (clamped 1-1000)
server.maxdecryptqueuebytes524288000Maximum total byte size of packets waiting for decryption; excess packets are dropped when the limit is reached
server.maxdecryptqueuelength5000Maximum number of encrypted packets that can wait in the decryption queue before being dropped
server.maxdecryptthreadwait100Maximum milliseconds the decryption thread will block before timing out; increase if CPU-heavy encryption causes dropped packets (clamped 1-1000)
server.maxfoodspoiltimediffforitemstack180Maximum difference (in seconds) that two items with spoil timers can have and still be stackable
server.maximummapmarkers5YesHow many markers each player can place
server.maximumpings5YesHow many pings can be placed by each player
server.maxitemstacksmovedpertickindustrial12YesHow many stacks a single conveyor can move in a single tick
server.maxmainthreadwait100Maximum milliseconds the main game thread will wait for a network operation before timing out; increase to tolerate brief network stalls (clamped 1-1000)
server.maxpacketsize_command100000Maximum byte size of a single console command packet from a client; oversized packets are rejected
server.maxpacketsize_globalentities1000Maximum byte size of a single global-entities network packet; oversized packets are dropped
server.maxpacketsize_globaltrees100Maximum byte size of a single global-trees network packet; oversized packets are dropped
server.maxpacketsize_voicedata8096Maximum number of bytes permitted in VoiceData packets, oversized packets will be dropped
server.maxpacketspersecond1500Global cap on total network packets per second the server will accept across all connected clients combined
server.maxpacketspersecond_command100Maximum console command packets per second accepted from each client; rate-limits how quickly clients can send commands to the server
server.maxpacketspersecond_rpc200Maximum RPC (Remote Procedure Call) packets per second accepted from each client; limits how fast clients can trigger server-side actions
server.maxpacketspersecond_rpc_signal30Maximum RPC signal packets per second accepted from each client; signal RPCs are lightweight event triggers used for interactions
server.maxpacketspersecond_syncvar200Maximum sync-var (replicated variable) update packets per second accepted from each client
server.maxpacketspersecond_tick300Maximum tick-update packets per second accepted from each client; these carry player inputs and must stay within this rate to be processed
server.maxpacketspersecond_voice100Maximum voice chat packets per second accepted from each client; reducing this limits voice bandwidth usage per player
server.maxpacketspersecond_world1Maximum world-state update packets per second accepted from each individual client; prevents flooding the server with position spam
server.maxplayers500Maximum number of players allowed on the server at the same time
server.maxreadqueuebytes524288000Maximum total byte size of the incoming read queue; excess bytes are dropped to prevent memory exhaustion from a flood of large packets
server.maxreadqueuelength5000Maximum number of packets that can be queued in the incoming read queue; excess packets are dropped to prevent memory exhaustion
server.maxreadthreadwait100Maximum milliseconds the dedicated read thread will block waiting for incoming data before timing out (clamped 1-1000)
server.maxreceivetime20Maximum milliseconds the network receive thread is allowed to run per frame; increase if players report missed packets on high-population servers (clamped 10-1000)
server.maxunack4Maximum number of unacknowledged network messages per connection before the server starts applying backpressure to that client
server.maxwritequeuebytes524288000Maximum total byte size of the outgoing write queue; if the queue fills the oldest packets are dropped
server.maxwritequeuelength5000Maximum number of packets that can be queued in the outgoing write queue; excess packets are dropped when the queue is full
server.maxwritethreadwait100Maximum milliseconds the dedicated write thread will block waiting to send data before timing out (clamped 1-1000)
server.meleearmor1YesGlobal multiplier for armour effectiveness against melee damage; 1.0 = default, values above 1.0 make armour stronger against melee
server.meleedamage1YesGlobal multiplier for all melee weapon damage dealt; 1.0 = default, 2.0 = double damage, 0.5 = half damage
server.metabolismtick1Multiplier for player metabolism tick frequency; lower values slow down hunger, thirst and calorie consumption rates
server.modifiertickrate1Rate multiplier for status effect (buff/debuff) ticks; lower values slow all active modifiers such as poison, radiation sickness and warmth
server.monumentpuzzleresetradiationTrueAllows radiation to flood monuments to force puzzles to reset
server.monumentpuzzleresetradiationamount3Radiation damage per second applied to players inside a monument during its puzzle-reset radiation phase
server.monumentpuzzleresetradiationmaxradiusincrease20Clamp radiation multiplier to this amount of meters, -1 = ignored
server.monumentpuzzleresetradiationoverrideFalseForce enable radiation in monument puzzles to confirm they work
server.monumentpuzzleresetradiationplayeremptytime120How long does a monument puzzle need to be empty with full rads before it can reset
server.monumentpuzzleresetradiationpreresettime300How long before the reset happens do we start applying radiation
server.monumentpuzzleresetradiationradiusmultiplier1.5Multiplier applied to a monument’s normal radiation radius when the puzzle-reset radiation cloud is active; default 1.5x expands the zone beyond its usual boundary
server.monumentpuzzleresetwarningsTrueYesWhen enabled, chat warnings are broadcast to players inside a monument shortly before its puzzle-reset radiation begins
server.motdYes
server.netcacheTrueEnables server-side network caching of entity state; when enabled only deltas are sent per update rather than the full entity data, significantly reducing bandwidth
server.netcachesize0Maximum byte size of the network entity cache; 0 means no hard limit
server.netlogFalseEnables low-level network activity logging on the server; produces verbose output useful for diagnosing connection and packet issues
server.nonplanterdeathchancepertick0.005YesProbability (0-1) per growth tick that a plant growing outside a planter box will die; default 0.005 means a 0.5% chance each tick
server.normalisedfoodspoiltimestackthreshold0.9If two spoiled food items are both above this threshold then we will allow them to be stacked
server.npcammolootmultiplier1YesAll ammo drops from NPC loot will be multiplied by this
server.npccorpsedespawn600Seconds before a NPC corpse is removed from the world; default is 600 seconds (10 minutes)
server.occlusiongatherbatchplayercount16UsePlayerUpdateJobs 4 related - how many players to gather occlusion pairs for per task
server.officialFalseMarks this as an official Facepunch server; only set by Facepunch, do not enable on community servers
server.oilrig_radiation_alarm_threshold0Radiation level at which the oil rig alarm triggers; 0 means the alarm activates immediately when any radiation is present
server.oilrig_radiation_amount_scale1YesMultiplier for radiation intensity inside oil rig monuments; higher values increase radiation damage per second
server.oilrig_radiation_time_scale1YesMultiplier for how long radiation lingers after an event at oil rig monuments; higher values extend the radiation duration
server.optimalplanterqualitysaturation0.6YesSoil saturation level (0-1) at which a planter box is considered perfectly watered for quality bonuses; default 0.6
server.ovencookbudgetms0.25YesMaximum milliseconds per frame spent processing furnace and campfire cook ticks; lower values keep frames smoother on high-population servers
server.packetlog_enabledFalseEnables packet-type logging; must be true before the packetlog command will return data. Collects packet type call counts at runtime
server.paintballoverallsdamage1YesHow much to scale paintball damage when both the hit player and initiator player have paintball overalls on (see paintballstandarddamage for scaling standard paintball damage)
server.paintballstandarddamage1YesHow much to scale standard paintball damage (see paintballoverallsdamage for scaling damage for when players have overalls on)
server.parachuterepacktime8YesHow long it takes to pick up a used parachute in seconds
server.parallelnetworkqueuebatchsize16UsePlayerUpdateJobs 4 related - affects how many players get batched into 1 task by counting the size of their network queues. Higher number - less tasks
server.pauseindustrialduringsaveTrueShould industrial be paused during autosaves
server.pauseunlootedpuzzlesTrueWhen enabled, the puzzle reset timer pauses for monuments that have not been looted yet, preventing resets of untouched areas
server.ping_region_code_overrideOverride the geographic region code used for ping estimation in the server browser; leave empty to use automatic detection
server.pingduration10YesHow long a ping should last
server.plantlightdetectionTrueEnables plant light detection, growable plants will check nearby light sources each tick and adjust growth speed and quality accordingly
server.planttick60
server.planttickscale1Multiplier for plant growth tick speed; values above 1.0 make plants grow faster, values below 1.0 slow growth
server.player_state_cache_size0Size of the LRU player-state cache; higher values keep more player states in memory, reducing disk reads when reconnecting players
server.playerserverfallTrueYesWhen true, fall damage is calculated server-side for improved anti-cheat security; disabling may reduce server load but allows clients to manipulate fall damage
server.playertimeout60Seconds of network inactivity before a connected player is timed out and disconnected
server.port28015UDP port the server listens on for player connections
server.premiumFalseRequire a premium status account to connect to this server
server.premiumrecheckinterval300How often to do premium status rechecks
server.premiumrecheckmaxbatchsize100Maximum number of players to recheck at a time
server.premiumrecheckminseconds300Minimum time to recheck premium status for already connected players (in seconds)
server.premiumverifyendpointhttps://rust-api.facepunch.com/api/premium/verifyEndpoint to use to check if players have premium status
server.printreportstoconsoleFalseYesShould F7 reports from players be printed to console
server.pveFalseEnables PvE mode, players cannot damage other players; they can still be killed by NPCs and the environment
server.pvebulletdamagemultiplier1YesAdditional bullet damage multiplier applied only when players shoot NPCs or animals, stacks with bulletdamage
server.pvp_ttk_bullet1YesHow much to increase time to kill bullets in pvp globally, 2.0 = twice as long, 0.5 = half as long
server.pvp_ttk_global1YesHow much to increase time to kill in pvp globally, 2.0 = twice as long, 0.5 = half as long
server.pvp_ttk_melee1YesHow much to increase time to kill with melee in pvp globally, 2.0 = twice as long, 0.5 = half as long
server.pvpbulletdamagemultiplier1YesAdditional bullet damage multiplier applied only in player-vs-player combat, stacks with bulletdamage
server.queriespersecond2000Maximum number of Steam server browser queries the server will respond to per second before rate-limiting
server.queryport0UDP port used for Steam server browser queries; uses the game port if set to 0
server.radiationTrueEnables radiation zones at monuments; disabling removes all radiation hazards from the map
server.randomize_seedFalseSetting this to true assigns a new random value to the world generation seed; useful for wipe scripts that want a fresh random map each time
server.rejoin_delay300Seconds a disconnected player must wait before they are allowed to rejoin the server; default is 300 seconds (5 minutes)
server.reportsserverendpointYesHTTP API endpoint for receiving F7 reports
server.reportsserverendpointkeyYesIf set, this key will be included with any reports sent via reportsServerEndpoint (for validation)
server.repositionattachmentsonreskinTrueReposition attachments like storage adaptors if they have moved on reskins
server.respawnatdeathpositionFalseIf a player presses the respawn button, respawn at their death location (for trailer filming)
server.respawnresetrange50Radius in metres around a player’s death point, any sleeping bag or bed within this range is put on a respawn cooldown to prevent spawn-camping
server.respawntimeadditionbag0YesBags will increase their respawn time by this much
server.respawntimeadditionbed0YesBeds will increase their respawn time by this much
server.respawnwithloadoutFalseWhen a player respawns give them the loadout assigned to client.RespawnLoadout (created with inventory.saveloadout)
server.rewounddelay60YesMinimum seconds that must pass after a player recovers from being wounded before they can be put into the wounded state again
server.rpclog_enabledFalseEnables RPC call logging; must be true before the rpclog command will return data. Tracks how often each RPC is called
server.rust_relay_send_queue0Prints the current server decryption queue depth
server.salt1Secondary salt value mixed into procedural world generation; used to vary monument and road placement
server.savebackupcount2YesNumber of rolling save-file backups to keep; each autosave rotates the oldest backup out
server.savecachesize0Maximum byte size of the entity save cache used to accelerate autosaves; 0 means no hard limit
server.saveframebudget5MS per frame to spend warming up entity save caches
server.saveinterval600How often (in seconds) the server automatically saves the game world to disk; default is every 600 seconds (10 minutes)
server.schematime1800How often (in seconds) the full entity schema is re-broadcast to all clients; default is every 1800 seconds
server.seed1337Seed value used for procedural world generation; changing this produces a completely different map layout
server.server_idYesPersistent unique identifier for this server instance, used when recording demos and for analytics attribution
server.showholstereditemsTrueYesWhen enabled, weapons and tools holstered on a player’s back are visible on their character model to other players
server.skipdeathscreenfadeFalseSkip death screen fade
server.snapshottaskbatchcount64UsePlayerUpdateJobs 2 related - how many snapshot messages to batch into 1 task
server.spawnvinetreesTrueYesWhen true, vine tree variants are included during world generation; disable to remove all climbable vine trees from the map
server.sprinklereyeheightoffset3YesVertical eye-height offset in metres used when raycasting to determine whether a sprinkler can water a given plant
server.sprinklerradius3Yes
server.sprintmetabolismscale1.1YesMultiplier on heartrate-driven calorie and hydration loss while a player is sprinting
server.stabilityTrueEnables structural stability simulation; when disabled buildings will not collapse even if their supports are destroyed
server.statbackupFalseEnables automatic backups of server statistics data
server.statsFalseEnables collection and reporting of gameplay statistics such as kill counts, damage dealt and resource gathered
server.strictauth_eacFalseWhen true players are kicked if EAC authentication fails; disable to allow players through even when EAC is unavailable
server.strictauth_steamFalseWhen true players are kicked if Steam authentication fails; disable to allow connections when Steam auth servers are unreachable
server.tagsYesComma-separated server browser tag values (see wiki)
server.tickrate10Number of server simulation ticks per second; higher values improve responsiveness but increase CPU usage
server.tutorialenabledFalseYesControls whether the tutorial is enabled on this server
server.updatebatch512Number of entities processed per network update batch; lower values spread the load across more frames but increase total overhead
server.updatebatchspawn1024Number of entities processed per batch during the initial spawn network update; higher values send more entities per frame during map load
server.upgrade_keeps_healthTrueWhen a deployable is upgraded in place (e.g. stacking sandbags) the new tier keeps the damaged health fraction of the one it replaced instead of spawning at full health
server.urlServer website URL displayed in the server browser; leave empty to show no link
server.uselegacyworkbenchinteractionFalseOpens a loot panel when interacting with a workbench instead of going straight into the tech tree. Designed for backwards compatibility with mods.
server.useminimumplantconditionTrueWhen enabled, plants that would normally be in a critically poor condition are given a minimum viable condition score instead of immediately dying
server.useperplayerrequiredsystemconfigFalseEnables per-player required system configuration checks on connect; allows different requirements to be enforced for individual players
server.useplayerupdatejobs4Player Update parallelism mode: 3-4, Higher modes are faster but more experimental. 4 by default
server.useserverwiderequiredsystemconfigFalseEnables a server-wide required system configuration that all connecting clients must satisfy; used to enforce minimum hardware or software requirements
server.watercontainersleavewaterbehindFalseYesWhen transferring water, should containers keep 1 water behind. Enabling this should help performance if water IO is causing performance loss
server.waterwellnpcsalesrefreshfrequency1How often (in hours) the water well NPC’s update their sell orders
server.waterwheelworkbudgetms0.1YesHow long per frame to spend on updating water wheel power generation and water info
server.workbenchtaxrate10YesHow much of a tax to apply to tech unlocks at a level 1 workbench. 10 = additional 10% scrap cost
server.workbenchtaxrate20YesHow much of a tax to apply to tech unlocks at a level 2 workbench. 10 = additional 10% scrap cost
server.workbenchtaxrate30YesHow much of a tax to apply to tech unlocks at a level 3 workbench. 10 = additional 10% scrap cost
server.worldsize4500Width and height of the procedurally generated world in metres; larger values create a bigger map with more resources
server.woundedmaxfoodandwaterbonus0.25YesMaximum percent chance added to base wounded/incapacitated recovery chance, based on the player’s food and water level
server.woundedmaxoverfedchance1YesWounded/incapacitated recovery chance for a player carrying a full extra bar of calories above the normal cap, scaled down by how overfed they actually are
server.woundedrecoverchance0.2YesBase chance of recovery after crawling wounded state
server.woundingenabledTrueYesCan players be wounded after receiving fatal damage
VariableDefaultSavedWhat it does
softcore.raidwindow_allow_tc_authedTrueYesAllow players authed on the target base tool cupboard to use explosives outside the window (renovate, or continue a raid after capturing the TC)
softcore.raidwindow_allow_twigTrueYesAllow explosive damage to twig-grade building blocks even outside the raid window
softcore.raidwindow_block_extra_enabledTrueYesOutside the window, also block a non-explosive damage type against non-twig building blocks (e.g. shotgunning down a stone wall). Melee is only affected by softcore.raidwindow_block_melee_doors
softcore.raidwindow_block_extra_type8YesRust.DamageType value blocked against non-twig building blocks when softcore.raidwindow_block_extra_enabled is true (default 8 = Bullet, which covers guns and shotguns)
softcore.raidwindow_block_melee_doorsTrueYesOutside the window, block melee damage to doors so they can’t be beaten down while the window is closed
softcore.raidwindow_block_mlrsTrueYesBlock launching MLRS rockets outside the raid window so they are not wasted
softcore.raidwindow_enabledTrueYesEnable Softcore raid windows: explosive damage to building blocks is only allowed inside the configured daily time window
softcore.raidwindow_end_hour21YesRaid window end hour in server system local time, 0-24 (default 21 = 9pm). If end is less than start the window wraps past midnight
softcore.raidwindow_fresh_tc_seconds3600YesSeconds after a base’s tool cupboard is placed during which the base can still be raided outside the window; 0 disables
softcore.raidwindow_hours_offset0YesHours to widen the raid window on both sides for timezone spread (1 = opens one hour earlier and closes one hour later)
softcore.raidwindow_start_hour18YesRaid window start hour in server system local time, 0-24 (default 18 = 6pm)
softcore.raidwindow_weekend_enabledFalseYesUse separate raid hours on Saturday and Sunday
softcore.raidwindow_weekend_end_hour22YesWeekend raid window end hour, server local time (used when softcore.raidwindow_weekend_enabled is true)
softcore.raidwindow_weekend_start_hour17YesWeekend raid window start hour, server local time (used when softcore.raidwindow_weekend_enabled is true)
VariableDefaultSavedWhat it does
spawn.loot_population_test0If set the loot spawn system will consider this the player count, not the actual player count. Useful for testing
spawn.max_density1Maximum population density scalar; controls the upper bound for how densely spawnable items fill their designated spawn areas at high player counts
spawn.max_rate1Maximum spawn rate scalar applied to NPC/resource population spawning; the spawn tick rate scales up to this value as player count increases
spawn.min_density0.5Minimum population density scalar; controls the lower bound for how densely spawnable items fill their designated spawn areas at low player counts
spawn.min_rate0.5Minimum spawn rate scalar applied to NPC/resource population spawning; lower values slow down respawn ticking when server population is low
spawn.player_base100Base player count used when computing population spawn rates; below this value player_scale group rates are not yet applied
spawn.player_scale2Multiplier applied to group spawn rates based on current player count relative to player_base; higher values cause more group spawns as the server fills up
spawn.population_cap_rate300When scaling loot respawn rates by population, this will be considered the ‘max’ population, preventing loot speeding up if player counts are above this
spawn.respawn_groupsTrueWhen enabled, spawn groups (monument NPCs, timed event spawners) will respawn their entities after they are cleared
spawn.respawn_individualsTrueWhen enabled, individually tracked entities (e.g. specific persistent NPCs) will respawn after a delay when destroyed
spawn.respawn_populationsTrueWhen enabled, population spawners (animals, NPCs, resources) will respawn entities over time as they are killed or harvested
spawn.tick_individuals300Interval in seconds between individual entity respawn ticks; controls how frequently the server checks for and respawns dead individual entities
spawn.tick_populations60Interval in seconds between population spawn ticks; lower values cause populations to refill faster but increase server CPU load
VariableDefaultSavedWhat it does
stability.accuracy0.001Floating-point tolerance used when comparing stability values during propagation; smaller values are more precise but can cause more recalculations
stability.collapse0.05Stability value below which a building block is considered unsupported and will collapse; default 0.05 means blocks below 5% support fall
stability.log_ground_missing_deathFalseWhen enabled, logs when entities die because their ground support entity was destroyed or is missing
stability.log_stability_deathFalseWhen enabled, logs each entity death caused by a stability collapse to the server console with position and prefab name
stability.log_stability_updatesFalseWhen enabled, logs every stability value change during propagation; very verbose, use only for targeted debugging
stability.stabilityqueue9Maximum time in seconds that stability update jobs can run per server tick before being deferred to the next tick
stability.strikes10Number of stability propagation iterations performed per tick; higher values resolve complex multi-block stability chains faster at the cost of CPU time
stability.surroundingsqueue3Maximum time in seconds that surrounding-support check jobs can run per server tick before deferral
stability.verbose0Verbosity level for stability system logging; 0 = silent, higher values print more detail about stability calculations and propagation
VariableDefaultSavedWhat it does
time.cl_maxstepsperframe2The maximum amount physics ticks per frame on clients. If things are taking too long, time slows down
time.cl_steps32Desired physics ticks per second on clients
time.framestep0Game seconds each frame advances by however long it really took. 0 follows the wall clock
time.missiontimerscale1
time.pausewhileloadingTrue
time.sv_maxstepsperframe2The maximum amount physics ticks per frame on the server. If things are taking too long, time slows down
time.sv_steps16Desired physics ticks per second on the server
time.timescale1
VariableDefaultSavedWhat it does
wipetimer.days_to_add_test0Number of days to add to the server’s wipe timer during testing; registered as wipetimer.days_to_add_test; 0 = no adjustment
wipetimer.hours_to_add_test0Number of hours to add to the server’s wipe timer during testing; registered as wipetimer.hours_to_add_test
wipetimer.wipecronoverrideCustom cron expression for the wipe schedule. Overrides all other convars (except wipeUnixTimestampOverride) if set. Uses Cronos as a parser: https://github.com/HangfireIO/Cronos/
wipetimer.wipedayofweek40=sun,1=mon,2=tues,3=wed,4=thur,5=fri,6=sat
wipetimer.wipehourofday19Which hour to wipe? 14.5 = 2:30pm
wipetimer.wipetimezoneEurope/LondonThe timezone to use for wipes. Defaults to the server’s time zone if not set or invalid. Value should be a TZ identifier as seen here: https://en.wikipedia.org/wiki/List_of_tz_database_time_zones
wipetimer.wipeunixtimestampoverride0Unix timestamp (seconds) for the upcoming wipe. Overrides all other convars if set to a time in the future.

Groups with only a few entries, in one list.

VariableDefaultSavedWhat it does
basefishingrod.forcefailFalseWhen enabled, all fishing attempts fail immediately; cheat for testing failed-catch animations and UI feedback
basefishingrod.forcesuccessFalseWhen enabled, all fishing attempts succeed immediately regardless of bite probability; cheat for testing fishing catch logic
basefishingrod.immediatehookFalseWhen enabled, fish bite the hook immediately after casting without any wait time; cheat for testing bite response
baseplayer.botcolliderframebudgetms0.05Per-frame CPU budget in milliseconds for the bot collider work queue that updates NPC physics colliders
baseplayer.lifestoryframebudgetms0.25
baseplayer.relationshipupdatequeueframebudgetms0.05Per-frame CPU budget in milliseconds for processing the player relationship (contacts/team) update queue
basesculpture.useconvexcollidersFalseUse convex colliders for generated blocks on both the client and server - slower to generate but blocks holes, only effects future modifications
boombox.backtracklength30YesHow many hops a speaker or boombox will traverse to find a connection
boombox.serverurllistYesA list of radio stations that are valid on this server. Format: NAME,URL,NAME,URL,etc
buildingmanager.debugprivilegegridFalseDraws the building block grid around admins
buildingmanager.debugprivilegequeriesFalseDraws server building privilege queries
buildingmanager.privilegecacheTrueWhether building privilege lookups use the cache instead of physics queries
cassette.maxcassettefilesizemb5
codelock.lockoutcooldown900Duration in seconds a player is locked out from attempting the code lock after exceeding maxFailedAttempts; default 900s (15 minutes)
codelock.maxfailedattempts8Maximum number of failed code entry attempts on a code lock before the player is locked out; default 8
construct.frameminutes30
construction.alternativeloschecks_enabledTrue
craft.instantFalseWhen enabled, all crafting completes instantly with no time delay; useful for testing crafting recipes or quickly equipping items in development
decayentity.debuggetprivilegeFalseWhen enabled, logs detailed debug output for building privilege (tool cupboard auth) checks during decay calculations
decayentity.demolish_seconds600Time window in seconds after placement during which a player can demolish their own building block; default 600s (10 minutes)
droppeditem.broadcast_debug_ddrawFalseWill broadcast debug ddraw information on ALL dropped items to ALL players
droppeditem.remove_rb_on_sleepFalseWhether Rigidbody components are removed from DroppedItems when sleeping
droppeditem.underwater_drag_budget_ms0.05How many milliseconds to spend on updating underwater drag levels
eventschedulewipeoffset.event_hours_before_wipe24Number of real-time hours before a scheduled wipe at which the pre-wipe event schedule begins running; registered as event_hours_before_wipe
growableentity.framebudgetms0.25
handcuffs.maxconditionrepairlossonpush0.4Maximum handcuff condition loss fraction applied per push attempt; at 0.4 the cuffs lose up to 40% condition per escape push
handcuffs.restrainedpushdamage5Damage dealt to a restrained (handcuffed) player when they attempt to push or escape; default 5
inventory.disableattirelimitationsFalseDisables all attire limitations, so NPC clothing and invalid overlaps can be equipped
inventory.stackable_item_ownershipFalseWhen enabled, ownership tracking is applied to stackable items; disabled by default due to performance cost; servers can enable for full ownership auditing
itemmanager.enablepoolingTrueWhen enabled, ItemManager uses object pooling for item instances to reduce GC allocations from frequent item creation and destruction
itemmodentity.playeronlyentitybeltonlyTruePlayer-only item entities (eg. the deployable planner) are only created in the belt instead of the whole player inventory
legacyshelter.max_shelters1
megaphone.megaphonevoicerange100
party.maxpartyspawnattempts50Maximum number of attempts the server makes to find a valid spawn point when spawning a party together; higher values increase the chance of grouping
party.maxpartyspawndistance100Maximum distance in metres between party member spawn points when spawning a group together on wake-up
party.nearbypartyspawnsTrueWhen enabled, party members respawn near each other rather than at random map locations when joining a server together
planterbox.outsidetestdistance100Maximum distance in metres used when raycasting to determine whether a planter box is outdoors and receiving natural sunlight
planterboxstatic.deepsearespawnchecktimer600Interval in seconds between respawn checks for growable plants in static planter boxes inside the deep sea zone; default 600s
planterboxstatic.favourablegenechance0.5Chance of a favourable gene being picked [0-1]. Setting this to 0 does not ensure no favourable genes are picked up, but it greatly reduces the chances.
playerinventory.directionaldropenabledTrueWhen enabled, players can directionally drop items by looking in the desired direction; disable to revert to gravity-only drops
playerinventory.forcebirthdayFalseWhen enabled, forces the birthday event state to true regardless of the actual date; overrides IsBirthday() calendar check for testing
reclaimmanager.reclaim_expire_minutes120Time in minutes after which an uncollected softcore death reclaim backpack expires and its contents are destroyed
shield.infiniteshieldblockFalse
signage.adminscanalwaysupdatesignsTrueIf true admins can always update signs, regardless of lock, build auth, etc
sleepingbag.useteamlabelsTrue
stash.reveal_tick_rate0.5Interval in seconds between player-detection ticks for the stash container reveal mechanic; registered as stash.reveal_tick_rate
storagecontainer.canrequireauthifnolockFalseWhen enabled, storage containers without a lock can still require tool cupboard auth to access; default false
storagecontainer.corpseitemssavedpercent0.5Fraction of items preserved when a storage container spawns a death corpse; 0.5 = 50% of items survive the container death
storagecontainer.dropcorpseondeathFalseWhen enabled, storage containers that die spawn a loot corpse containing their items; when false items are destroyed
voice.voicerangeboostamount50
workbench.comfortradiusscale0.95
workbench.scalecomfortradiusTrue
workbench.skipclearancechecksFalse