server.allowsorting | True | | Set to false to disable the storage adaptor sorting functionality |
server.allowvineswinging | True | Yes | When true, players can grab and swing on deployed vines; disable to prevent vine-swinging movement |
server.anticheatid | xyza7891h6UjNfd0eb2HQGtaul0WhfvS | | Easy Anti-Cheat product ID used to authenticate this server with EAC services |
server.anticheatkey | OWUDFZmi9VNL/7VhGVSSmCWALKTltKw8ISepa0VXs60 | | Easy Anti-Cheat product key used alongside anticheatid for EAC server authentication |
server.anticheatlog | 200 | | Sets the EOS (Epic Online Services) anti-cheat log verbosity level; higher values produce more detailed anti-cheat diagnostic output |
server.anticheattoken | True | | When true clients must provide a valid EAC token to connect; disable only for testing or modded environments |
server.arrowarmor | 1 | Yes | Global multiplier for armour effectiveness against arrow and bow damage; 1.0 = default |
server.arrowdamage | 1 | Yes | Global multiplier for all arrow and bow damage dealt; 1.0 = default, 2.0 = double damage |
server.artificialtemperaturegrowablerange | 4 | Yes | |
server.authtimeout | 60 | | Seconds an incoming connection has to complete authentication (Steam + EAC) before being forcibly disconnected |
server.autouploadmap | True | Yes | Automatically upload procedurally generated maps so that players download them (faster) instead of re-generating them |
server.autouploadmapimages | True | Yes | Automatically upload an image of the map, used to show the map in the server browser |
server.bag_quota_item_amount | True | | |
server.bansserverendpoint | | | HTTP API endpoint for centralized banning (see wiki) |
server.bansserverfailuremode | 0 | | Failure mode for centralized banning, set to 1 to reject players from joining if it’s down (see wiki) |
server.bansservertimeout | 5 | | Timeout (in seconds) for centralized banning web server requests |
server.batchpackets | True | | Send each connection’s packets for the frame together in batch packets, instead of one network packet each |
server.batchpacketsize | 1100 | | Size in bytes (200-1500) a batch packet is sent at before the end of the frame, larger packets are sent on their own |
server.bleedingarmor | 1 | Yes | Global multiplier for armour effectiveness against bleeding damage; 1.0 = default |
server.bleedingdamage | 1 | Yes | Global multiplier for all bleeding damage over time; 1.0 = default |
server.bulletarmor | 1 | Yes | Global multiplier for armour effectiveness against bullet damage; 1.0 = default |
server.bulletdamage | 1 | Yes | Global multiplier for all bullet damage dealt by firearms; 1.0 = default, 2.0 = double damage |
server.bypassiteminputrestriction | False | | Allows items to be moved into containers that block item input |
server.canequipbackpacksinair | False | Yes | Allows backpack equipping while not grounded |
server.ceilinglightgrowablerange | 3 | Yes | Radius in metres within which a ceiling light provides artificial light that counts toward a growable plant’s light requirement |
server.ceilinglightheightoffset | 3 | Yes | Vertical offset in metres added when checking whether a ceiling light illuminates a plant directly below it |
server.censorplayerlist | True | | Censors the Steam player list to make player tracking more difficult |
server.cinematic | False | | When 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.combatlogdelay | 10 | | Seconds of delay before a combat event appears in the player’s own combat log, preventing real-time tracking during a fight |
server.combatlogsize | 30 | | Number of recent combat events retained in each player’s combat log, viewable with combatlog |
server.compassenabled | True | | Will the in-game compass show at the top of the screen |
server.composterupdateinterval | 300 | | How often (in seconds) composters advance their composting progress; default is every 300 seconds (5 minutes) |
server.compression | False | | Enables or disables network packet compression on the server; compression reduces bandwidth at the cost of a small amount of CPU time |
server.conveyormovefrequency | 5 | Yes | How often industrial conveyors attempt to move items (value is an interval measured in seconds). Setting to 0 will disable all movement |
server.corpsedespawn | 300 | | Seconds before a player corpse is removed from the world; default is 300 seconds (5 minutes) |
server.corpses | True | | Whether player corpses are spawned when players die; disabling removes corpses entirely and items are dropped directly |
server.crawlingenabled | True | Yes | Do players go into the crawling wounded state |
server.crawlingmaximumhealth | 12 | | Maximum initial health given when a player dies and moves to crawling wounded state |
server.crawlingminimumhealth | 7 | | Minimum initial health given when a player dies and moves to crawling wounded state |
server.creamseparationhours | 4 | | Hours 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.cycletime | 500 | | Duration of a full day/night cycle in seconds; default 500s means roughly one cycle every 8 real-world minutes |
server.debrisdespawn | 30 | | Seconds before environmental debris entities (e.g. broken barrel remnants) are removed from the world; default 30 seconds |
server.deepseafogofwar | True | | Should the deep sea map be covered by fog of war |
server.defaultblueprintresearchcost | 10 | Yes | How much scrap is required to research default blueprints |
server.description | No server description has been provided. | | Short description of the server shown to players in the server browser |
server.destroytaskbatchcount | 128 | | UsePlayerUpdateJobs 2 related - how many destroy messages to batch into 1 task |
server.drawpuzzleresets | False | | When enabled, debug spheres are drawn in the world showing the radiation zone boundaries during monument puzzle resets |
server.dropitems | True | | Whether items drop to the ground from a player’s inventory when they die; disable to prevent item drops on death |
server.eac_gameplay_data | True | | Whether or not to send additional analytics to EAC |
server.emojiownershipcheck | True | | Whether emoji ownership is checked server side. Could be performance draining in high chat volumes |
server.encryption | 2 | | Network encryption mode; 2 = enabled (recommended), 0 = disabled |
server.enforceoverlapchecksonbuildingblockchanges | True | Yes | Whether to check for illegal industrial pipes and entities when changing building block states (roof bunkers) |
server.entitybatchsize | 100 | | Number of entities included in each entity-update batch per frame; tune to balance CPU time spent on entity processing |
server.entitybatchtime | 1 | | Time in seconds allocated to each entity batch update pass; the server will not start a new batch until this interval has elapsed |
server.entityrate | 16 | | How many times per second entity network state is sent to clients; higher values reduce perceived lag for moving objects |
server.era | None | | none,primitive,medieval,frontier,rust |
server.events | True | | Enables automatic server-side game events such as helicopter patrols, airdrops and cargo ship visits |
server.explosive_testing_mode | False | | Lower damage of explosives to 1 and allow them to be triggered multiple times |
server.farmchickenlocalavoidance | True | Yes | Whether to run local avoidance for chickens, disabling might get a slight performance improvement but chickens will clip |
server.favoritesendpoint | | Yes | Domain 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.filefolderoverride | | | Override the root storage folder for server files; leave empty to use the default server/identity path |
server.filerequestbytesburst | 4194304 | | Burst 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.filerequestbytespersecond | 2097152 | | Bytes 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.filerequestdebug | False | | Print file request rate limiting activity to the server console: incoming requests, bytes sent, and per-connection budget usage as it recovers over time |
server.filerequestqueuelength | 256 | | Maximum deferred file requests per client; requests beyond this are dropped (a legitimate client’s own request throttle never fills the queue) |
server.fogofwar | False | | Should the in-game map be covered by a fog of war |
server.fogofwarrevealsize | 256 | | How much area around the player is revealed when using fog of war. Must be a multiple of 32 |
server.foodspoiling | True | | Whether to run the food spoiling system |
server.foodspoilingbudgetms | 0.05 | | Maximum 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.funwaterdamagethreshold | 0.8 | Yes | |
server.funwaterwetnessgain | 0.05 | Yes | |
server.gamemode | | | Short 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.hardcorefirearmammunitioncraftingmultiplier | 1 | Yes | Multiplies crafting cost of firearm ammunition |
server.hideplayermapdirection | False | | Should hte player see their direction on the map |
server.hideplayeronmap | False | | Should the player see their position on the map |
server.homingmissiletargetshab | False | | If true hot air balloons can be shot down with homing missiles |
server.hopperanimationbudgetms | 0.1 | Yes | How long per frame to spend animating items moving into the hopper (will be instant if <= 0) |
server.hostname | My Untitled Rust Server | | Server name displayed in the server browser |
server.http_connection_limit | 32 | | Maximum number of simultaneous outbound HTTP connections the server may have open at once; used for map uploads, ban checks, and other web requests |
server.identity | my_server_identity | | Unique identifier for this server instance; determines the subfolder used for saves, configs and map data |
server.idlekick | 30 | | Minutes of in-game inactivity before a player is automatically kicked; set to 0 to disable idle kick |
server.idlekickadmins | 0 | | Minutes of inactivity before admin players are idle-kicked; 0 disables idle kick specifically for admins regardless of idlekickmode |
server.idlekickmode | 1 | | Controls who is subject to the idle kick: 0 = nobody, 1 = non-admin players only, 2 = all players including admins |
server.incapacitatedrecoverchance | 0.1 | Yes | Base chance of recovery after incapacitated wounded state |
server.industrialallowquickmove | True | | Enables a faster way to move items around during conveyor transfers. Should be on unless there’s a issue |
server.industrialcrafterfrequency | 5 | Yes | How often industrial crafters attempt to craft items (value is an interval measured in seconds). Setting to 0 will disable all crafting |
server.industrialframebudgetms | 0.5 | Yes | How long per frame to spend on industrial jobs |
server.industrialtransferstricttimelimits | True | Yes | When enabled industrial transfers will abort if they start to take too long. Will lead to inconsistent splitting but should retain performance |
server.ip | | | IP address the server binds to; leave empty to bind to all interfaces |
server.ipqueriespermin | 30 | | Maximum number of Steam server browser queries allowed per minute from a single IP address |
server.itemdespawn | 300 | | Seconds before items dropped on the ground despawn; default is 300 seconds (5 minutes) |
server.itemdespawn_container_max_multiplier | 24 | | Upper cap on the loot container despawn multiplier; at default 24 the maximum lifetime is 24 x 5 min = 2 hours |
server.itemdespawn_container_scale | 2 | | Multiplier applied to the base item despawn time for items sitting inside loot containers; default 2x extends their lifetime |
server.itemdespawn_quick | 30 | | Fast-despawn time in seconds used for short-lived dropped items such as empty casings or small debris; default 30 seconds |
server.level | Procedural Map | | Map level to load on startup, e.g. ‘Procedural Map’, ‘Barren’, or a custom map name |
server.leveltransfer | True | | When true the server sends the map file to clients so they can load it without re-generating it locally |
server.levelurl | | | URL 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_lengths | False | Yes | Logs network packets rejected for being empty or not byte-aligned |
server.logoimage | | Yes | URL of the logo image shown for this server in the server browser |
server.long_distance_sounds | True | | When enabled, long-distance ambient sounds (e.g. distant gunfire) are networked to clients; disabling may reduce bandwidth on busy servers |
server.lowprioritybuoyancyrange | 30 | | If no players are in this range kayaks, boogie boards and inner tubes will switch to a cheaper buoyancy system |
server.mapenabled | True | | Can players use the in-game map |
server.max_explosive_protection | 0.75 | | |
server.max_sleeping_bags | 15 | | The most sleeping bags and beds one player can have. 0 turns the limit off. |
server.max_tool_cupboards | 0 | | Maximum number of tool cupboards each player can place, 0 or less is unlimited. Lowering it doesn’t remove cupboards that are already placed |
server.maxclientinfosize | 1048576 | | Maximum byte size of the client info blob sent during the connection handshake; clients sending a larger payload are rejected |
server.maxconnectionsperip | 5 | | Maximum number of simultaneous connections allowed from the same IP address; helps mitigate connection-flooding attacks (clamped 1-1000) |
server.maxdecryptqueuebytes | 524288000 | | Maximum total byte size of packets waiting for decryption; excess packets are dropped when the limit is reached |
server.maxdecryptqueuelength | 5000 | | Maximum number of encrypted packets that can wait in the decryption queue before being dropped |
server.maxdecryptthreadwait | 100 | | Maximum milliseconds the decryption thread will block before timing out; increase if CPU-heavy encryption causes dropped packets (clamped 1-1000) |
server.maxfoodspoiltimediffforitemstack | 180 | | Maximum difference (in seconds) that two items with spoil timers can have and still be stackable |
server.maximummapmarkers | 5 | Yes | How many markers each player can place |
server.maximumpings | 5 | Yes | How many pings can be placed by each player |
server.maxitemstacksmovedpertickindustrial | 12 | Yes | How many stacks a single conveyor can move in a single tick |
server.maxmainthreadwait | 100 | | Maximum 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_command | 100000 | | Maximum byte size of a single console command packet from a client; oversized packets are rejected |
server.maxpacketsize_globalentities | 1000 | | Maximum byte size of a single global-entities network packet; oversized packets are dropped |
server.maxpacketsize_globaltrees | 100 | | Maximum byte size of a single global-trees network packet; oversized packets are dropped |
server.maxpacketsize_voicedata | 8096 | | Maximum number of bytes permitted in VoiceData packets, oversized packets will be dropped |
server.maxpacketspersecond | 1500 | | Global cap on total network packets per second the server will accept across all connected clients combined |
server.maxpacketspersecond_command | 100 | | Maximum console command packets per second accepted from each client; rate-limits how quickly clients can send commands to the server |
server.maxpacketspersecond_rpc | 200 | | Maximum RPC (Remote Procedure Call) packets per second accepted from each client; limits how fast clients can trigger server-side actions |
server.maxpacketspersecond_rpc_signal | 30 | | Maximum RPC signal packets per second accepted from each client; signal RPCs are lightweight event triggers used for interactions |
server.maxpacketspersecond_syncvar | 200 | | Maximum sync-var (replicated variable) update packets per second accepted from each client |
server.maxpacketspersecond_tick | 300 | | Maximum tick-update packets per second accepted from each client; these carry player inputs and must stay within this rate to be processed |
server.maxpacketspersecond_voice | 100 | | Maximum voice chat packets per second accepted from each client; reducing this limits voice bandwidth usage per player |
server.maxpacketspersecond_world | 1 | | Maximum world-state update packets per second accepted from each individual client; prevents flooding the server with position spam |
server.maxplayers | 500 | | Maximum number of players allowed on the server at the same time |
server.maxreadqueuebytes | 524288000 | | Maximum total byte size of the incoming read queue; excess bytes are dropped to prevent memory exhaustion from a flood of large packets |
server.maxreadqueuelength | 5000 | | Maximum number of packets that can be queued in the incoming read queue; excess packets are dropped to prevent memory exhaustion |
server.maxreadthreadwait | 100 | | Maximum milliseconds the dedicated read thread will block waiting for incoming data before timing out (clamped 1-1000) |
server.maxreceivetime | 20 | | Maximum 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.maxunack | 4 | | Maximum number of unacknowledged network messages per connection before the server starts applying backpressure to that client |
server.maxwritequeuebytes | 524288000 | | Maximum total byte size of the outgoing write queue; if the queue fills the oldest packets are dropped |
server.maxwritequeuelength | 5000 | | Maximum number of packets that can be queued in the outgoing write queue; excess packets are dropped when the queue is full |
server.maxwritethreadwait | 100 | | Maximum milliseconds the dedicated write thread will block waiting to send data before timing out (clamped 1-1000) |
server.meleearmor | 1 | Yes | Global multiplier for armour effectiveness against melee damage; 1.0 = default, values above 1.0 make armour stronger against melee |
server.meleedamage | 1 | Yes | Global multiplier for all melee weapon damage dealt; 1.0 = default, 2.0 = double damage, 0.5 = half damage |
server.metabolismtick | 1 | | Multiplier for player metabolism tick frequency; lower values slow down hunger, thirst and calorie consumption rates |
server.modifiertickrate | 1 | | Rate multiplier for status effect (buff/debuff) ticks; lower values slow all active modifiers such as poison, radiation sickness and warmth |
server.monumentpuzzleresetradiation | True | | Allows radiation to flood monuments to force puzzles to reset |
server.monumentpuzzleresetradiationamount | 3 | | Radiation damage per second applied to players inside a monument during its puzzle-reset radiation phase |
server.monumentpuzzleresetradiationmaxradiusincrease | 20 | | Clamp radiation multiplier to this amount of meters, -1 = ignored |
server.monumentpuzzleresetradiationoverride | False | | Force enable radiation in monument puzzles to confirm they work |
server.monumentpuzzleresetradiationplayeremptytime | 120 | | How long does a monument puzzle need to be empty with full rads before it can reset |
server.monumentpuzzleresetradiationpreresettime | 300 | | How long before the reset happens do we start applying radiation |
server.monumentpuzzleresetradiationradiusmultiplier | 1.5 | | Multiplier 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.monumentpuzzleresetwarnings | True | Yes | When enabled, chat warnings are broadcast to players inside a monument shortly before its puzzle-reset radiation begins |
server.motd | | Yes | |
server.netcache | True | | Enables 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.netcachesize | 0 | | Maximum byte size of the network entity cache; 0 means no hard limit |
server.netlog | False | | Enables low-level network activity logging on the server; produces verbose output useful for diagnosing connection and packet issues |
server.nonplanterdeathchancepertick | 0.005 | Yes | Probability (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.normalisedfoodspoiltimestackthreshold | 0.9 | | If two spoiled food items are both above this threshold then we will allow them to be stacked |
server.npcammolootmultiplier | 1 | Yes | All ammo drops from NPC loot will be multiplied by this |
server.npccorpsedespawn | 600 | | Seconds before a NPC corpse is removed from the world; default is 600 seconds (10 minutes) |
server.occlusiongatherbatchplayercount | 16 | | UsePlayerUpdateJobs 4 related - how many players to gather occlusion pairs for per task |
server.official | False | | Marks this as an official Facepunch server; only set by Facepunch, do not enable on community servers |
server.oilrig_radiation_alarm_threshold | 0 | | Radiation level at which the oil rig alarm triggers; 0 means the alarm activates immediately when any radiation is present |
server.oilrig_radiation_amount_scale | 1 | Yes | Multiplier for radiation intensity inside oil rig monuments; higher values increase radiation damage per second |
server.oilrig_radiation_time_scale | 1 | Yes | Multiplier for how long radiation lingers after an event at oil rig monuments; higher values extend the radiation duration |
server.optimalplanterqualitysaturation | 0.6 | Yes | Soil saturation level (0-1) at which a planter box is considered perfectly watered for quality bonuses; default 0.6 |
server.ovencookbudgetms | 0.25 | Yes | Maximum milliseconds per frame spent processing furnace and campfire cook ticks; lower values keep frames smoother on high-population servers |
server.packetlog_enabled | False | | Enables packet-type logging; must be true before the packetlog command will return data. Collects packet type call counts at runtime |
server.paintballoverallsdamage | 1 | Yes | How 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.paintballstandarddamage | 1 | Yes | How much to scale standard paintball damage (see paintballoverallsdamage for scaling damage for when players have overalls on) |
server.parachuterepacktime | 8 | Yes | How long it takes to pick up a used parachute in seconds |
server.parallelnetworkqueuebatchsize | 16 | | UsePlayerUpdateJobs 4 related - affects how many players get batched into 1 task by counting the size of their network queues. Higher number - less tasks |
server.pauseindustrialduringsave | True | | Should industrial be paused during autosaves |
server.pauseunlootedpuzzles | True | | When enabled, the puzzle reset timer pauses for monuments that have not been looted yet, preventing resets of untouched areas |
server.ping_region_code_override | | | Override the geographic region code used for ping estimation in the server browser; leave empty to use automatic detection |
server.pingduration | 10 | Yes | How long a ping should last |
server.plantlightdetection | True | | Enables plant light detection, growable plants will check nearby light sources each tick and adjust growth speed and quality accordingly |
server.planttick | 60 | | |
server.planttickscale | 1 | | Multiplier for plant growth tick speed; values above 1.0 make plants grow faster, values below 1.0 slow growth |
server.player_state_cache_size | 0 | | Size of the LRU player-state cache; higher values keep more player states in memory, reducing disk reads when reconnecting players |
server.playerserverfall | True | Yes | When 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.playertimeout | 60 | | Seconds of network inactivity before a connected player is timed out and disconnected |
server.port | 28015 | | UDP port the server listens on for player connections |
server.premium | False | | Require a premium status account to connect to this server |
server.premiumrecheckinterval | 300 | | How often to do premium status rechecks |
server.premiumrecheckmaxbatchsize | 100 | | Maximum number of players to recheck at a time |
server.premiumrecheckminseconds | 300 | | Minimum time to recheck premium status for already connected players (in seconds) |
server.premiumverifyendpoint | https://rust-api.facepunch.com/api/premium/verify | | Endpoint to use to check if players have premium status |
server.printreportstoconsole | False | Yes | Should F7 reports from players be printed to console |
server.pve | False | | Enables PvE mode, players cannot damage other players; they can still be killed by NPCs and the environment |
server.pvebulletdamagemultiplier | 1 | Yes | Additional bullet damage multiplier applied only when players shoot NPCs or animals, stacks with bulletdamage |
server.pvp_ttk_bullet | 1 | Yes | How much to increase time to kill bullets in pvp globally, 2.0 = twice as long, 0.5 = half as long |
server.pvp_ttk_global | 1 | Yes | How much to increase time to kill in pvp globally, 2.0 = twice as long, 0.5 = half as long |
server.pvp_ttk_melee | 1 | Yes | How much to increase time to kill with melee in pvp globally, 2.0 = twice as long, 0.5 = half as long |
server.pvpbulletdamagemultiplier | 1 | Yes | Additional bullet damage multiplier applied only in player-vs-player combat, stacks with bulletdamage |
server.queriespersecond | 2000 | | Maximum number of Steam server browser queries the server will respond to per second before rate-limiting |
server.queryport | 0 | | UDP port used for Steam server browser queries; uses the game port if set to 0 |
server.radiation | True | | Enables radiation zones at monuments; disabling removes all radiation hazards from the map |
server.randomize_seed | False | | Setting 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_delay | 300 | | Seconds a disconnected player must wait before they are allowed to rejoin the server; default is 300 seconds (5 minutes) |
server.reportsserverendpoint | | Yes | HTTP API endpoint for receiving F7 reports |
server.reportsserverendpointkey | | Yes | If set, this key will be included with any reports sent via reportsServerEndpoint (for validation) |
server.repositionattachmentsonreskin | True | | Reposition attachments like storage adaptors if they have moved on reskins |
server.respawnatdeathposition | False | | If a player presses the respawn button, respawn at their death location (for trailer filming) |
server.respawnresetrange | 50 | | Radius 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.respawntimeadditionbag | 0 | Yes | Bags will increase their respawn time by this much |
server.respawntimeadditionbed | 0 | Yes | Beds will increase their respawn time by this much |
server.respawnwithloadout | False | | When a player respawns give them the loadout assigned to client.RespawnLoadout (created with inventory.saveloadout) |
server.rewounddelay | 60 | Yes | Minimum seconds that must pass after a player recovers from being wounded before they can be put into the wounded state again |
server.rpclog_enabled | False | | Enables RPC call logging; must be true before the rpclog command will return data. Tracks how often each RPC is called |
server.rust_relay_send_queue | 0 | | Prints the current server decryption queue depth |
server.salt | 1 | | Secondary salt value mixed into procedural world generation; used to vary monument and road placement |
server.savebackupcount | 2 | Yes | Number of rolling save-file backups to keep; each autosave rotates the oldest backup out |
server.savecachesize | 0 | | Maximum byte size of the entity save cache used to accelerate autosaves; 0 means no hard limit |
server.saveframebudget | 5 | | MS per frame to spend warming up entity save caches |
server.saveinterval | 600 | | How often (in seconds) the server automatically saves the game world to disk; default is every 600 seconds (10 minutes) |
server.schematime | 1800 | | How often (in seconds) the full entity schema is re-broadcast to all clients; default is every 1800 seconds |
server.seed | 1337 | | Seed value used for procedural world generation; changing this produces a completely different map layout |
server.server_id | | Yes | Persistent unique identifier for this server instance, used when recording demos and for analytics attribution |
server.showholstereditems | True | Yes | When enabled, weapons and tools holstered on a player’s back are visible on their character model to other players |
server.skipdeathscreenfade | False | | Skip death screen fade |
server.snapshottaskbatchcount | 64 | | UsePlayerUpdateJobs 2 related - how many snapshot messages to batch into 1 task |
server.spawnvinetrees | True | Yes | When true, vine tree variants are included during world generation; disable to remove all climbable vine trees from the map |
server.sprinklereyeheightoffset | 3 | Yes | Vertical eye-height offset in metres used when raycasting to determine whether a sprinkler can water a given plant |
server.sprinklerradius | 3 | Yes | |
server.sprintmetabolismscale | 1.1 | Yes | Multiplier on heartrate-driven calorie and hydration loss while a player is sprinting |
server.stability | True | | Enables structural stability simulation; when disabled buildings will not collapse even if their supports are destroyed |
server.statbackup | False | | Enables automatic backups of server statistics data |
server.stats | False | | Enables collection and reporting of gameplay statistics such as kill counts, damage dealt and resource gathered |
server.strictauth_eac | False | | When true players are kicked if EAC authentication fails; disable to allow players through even when EAC is unavailable |
server.strictauth_steam | False | | When true players are kicked if Steam authentication fails; disable to allow connections when Steam auth servers are unreachable |
server.tags | | Yes | Comma-separated server browser tag values (see wiki) |
server.tickrate | 10 | | Number of server simulation ticks per second; higher values improve responsiveness but increase CPU usage |
server.tutorialenabled | False | Yes | Controls whether the tutorial is enabled on this server |
server.updatebatch | 512 | | Number of entities processed per network update batch; lower values spread the load across more frames but increase total overhead |
server.updatebatchspawn | 1024 | | Number of entities processed per batch during the initial spawn network update; higher values send more entities per frame during map load |
server.upgrade_keeps_health | True | | When 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.url | | | Server website URL displayed in the server browser; leave empty to show no link |
server.uselegacyworkbenchinteraction | False | | Opens a loot panel when interacting with a workbench instead of going straight into the tech tree. Designed for backwards compatibility with mods. |
server.useminimumplantcondition | True | | When enabled, plants that would normally be in a critically poor condition are given a minimum viable condition score instead of immediately dying |
server.useperplayerrequiredsystemconfig | False | | Enables per-player required system configuration checks on connect; allows different requirements to be enforced for individual players |
server.useplayerupdatejobs | 4 | | Player Update parallelism mode: 3-4, Higher modes are faster but more experimental. 4 by default |
server.useserverwiderequiredsystemconfig | False | | Enables a server-wide required system configuration that all connecting clients must satisfy; used to enforce minimum hardware or software requirements |
server.watercontainersleavewaterbehind | False | Yes | When transferring water, should containers keep 1 water behind. Enabling this should help performance if water IO is causing performance loss |
server.waterwellnpcsalesrefreshfrequency | 1 | | How often (in hours) the water well NPC’s update their sell orders |
server.waterwheelworkbudgetms | 0.1 | Yes | How long per frame to spend on updating water wheel power generation and water info |
server.workbenchtaxrate1 | 0 | Yes | How much of a tax to apply to tech unlocks at a level 1 workbench. 10 = additional 10% scrap cost |
server.workbenchtaxrate2 | 0 | Yes | How much of a tax to apply to tech unlocks at a level 2 workbench. 10 = additional 10% scrap cost |
server.workbenchtaxrate3 | 0 | Yes | How much of a tax to apply to tech unlocks at a level 3 workbench. 10 = additional 10% scrap cost |
server.worldsize | 4500 | | Width and height of the procedurally generated world in metres; larger values create a bigger map with more resources |
server.woundedmaxfoodandwaterbonus | 0.25 | Yes | Maximum percent chance added to base wounded/incapacitated recovery chance, based on the player’s food and water level |
server.woundedmaxoverfedchance | 1 | Yes | Wounded/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.woundedrecoverchance | 0.2 | Yes | Base chance of recovery after crawling wounded state |
server.woundingenabled | True | Yes | Can players be wounded after receiving fatal damage |