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Rust world, event and vehicle convars

Quick answer: these are the Rust server convars for weather, physics, trees, world events, vehicles, boats and every variable not on the other pages, 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: Server and gameplay variables, Antihack, network and RCON variables, AI, NPC and animal variables.

VariableDefaultSavedWhat it does
apartment.adminapartmentbypassFalseShould admins be able to bypass apartment authorization checks?
apartment.adminapartmentnoclipTrueShould admins be able to noclip in apartments?
apartment.allowcombatoutsideofbreakinTrueShould combat be allowed inside apartment rooms outside of the break-in period?
apartment.apartmentevictiondelay86400How long should we wait before evicting a player from their apartment if they don’t pay rent?
apartment.apartmentfreerenthours4How many hours of scrap upkeep does the apartments spawn with (so players don’t see ‘Eviction’ vital right after renting an apartment
apartment.apartmentinvisibleblockerTrueShould an invisible blocker prevent guests from entering apartments that they don’t have access to?
apartment.breakinseconds30How long a player needs to hold the break in interaction on an apartment door with a master key
apartment.intruderauthseconds300How long a player stays authorized on an apartment room after breaking in with a master key
apartment.masterkeyprice1000How much scrap the apartment security NPC charges for a master key
apartment.npcsecuritydooropentime300How long should the apartment security NPC keep the door open for after being paid?
apartment.rentscaling0Should the rent scale based on the items you have stored inside your apartment?
VariableDefaultSavedWhat it does
baseboat.debug_eject_aiFalseWhen enabled, logs debug information about AI ejection events when passengers are removed from boat seats
baseboat.do_shore_driftTrueWhen enabled, boats without nearby players will slowly drift toward the shore after the shore drift delay elapses
baseboat.drift_speed1
baseboat.generate_pathsTrueWhen enabled, procedural patrol paths are generated for boats at server startup; false in editor to skip path generation during testing
baseboat.regenerate_ocean_pathFalseRegenerate the ocean patrol path at startup instead of loading it from the cache file next to the map
VariableDefaultSavedWhat it does
basemission.missionpervalidstatecooldown3YesMinimum time (s) between revalidating individual missions via updateMissionValidStateWorkQueue
basemission.missionsenabledTrueWhen enabled, missions are available and can be assigned to players; disable to globally suppress mission generation and assignment on the server
basemission.missionvalidstateworkqueuebudget0.1YesHow long per frame (ms) to spend processing updateMissionValidStateWorkQueue
basemission.missionvalidstateworkqueuecooldown3YesMinimum time (s) between starting runs of updateMissionValidStateWorkQueue
VariableDefaultSavedWhat it does
bike.doplayerdamageTrueCan bike crashes cause damage or death to the rider?
bike.motorbikemonumentpopulation1Motorbike population in monuments
bike.outsidedecayminutes1440How long before a bike loses all its health while outside
bike.pedalmonumentpopulation1Pedal bike population in monuments
bike.pedalroadsidepopulation1Pedal bike population active on the server (roadside spawns)
bike.playerdamageragdolltheshold10Amount of collision damage on a bike required to ragdoll the player
VariableDefaultSavedWhat it does
boatbuildingstation.autocloseplayercheckinterval150
boatbuildingstation.autocloseplayerchecktriggercount2
boatbuildingstation.editfinishuseinterval5
boatbuildingstation.globaleditfinishuseinterval0
boatbuildingstation.logboatbuildingeventsFalse
boatbuildingstation.max_bbs1
boatbuildingstation.staticstationsenabledTrue
VariableDefaultSavedWhat it does
bradleyapc.deployattackdistancemax50
bradleyapc.deployhealthrangemax0.5
bradleyapc.deployhealthrangemin0.4
bradleyapc.deployinterval1
bradleyapc.deployondamagecheckinterval1
bradleyapc.killscientistsonbradleydeathFalse
bradleyapc.mountafternotattackedduration180
bradleyapc.mountafternotfiredduration60
bradleyapc.mountafternottargetsduration60
bradleyapc.scientistredeploymentmininterval60
bradleyapc.usesmokegrenadesTrue
VariableDefaultSavedWhat it does
camerarenderer.completionframebudgetms5Per-frame CPU budget in milliseconds for completing pending companion server camera renders
camerarenderer.developerpermissionsTrueEnable developer-specific permissions for camera access (less restricted)
camerarenderer.enabledTrueWhen enabled, the companion server camera rendering system is active and processes camera render requests from the companion app
camerarenderer.entitymaxage5Maximum age in frames for a known collider entity entry in the companion server camera cache before it is evicted
camerarenderer.entitymaxdistance100Maximum distance in metres from the companion server camera at which entity colliders are tracked for rendering
camerarenderer.farplane250Far clipping plane distance in metres for companion server camera renders; default 250
camerarenderer.height180Height in pixels of the companion server camera render output; default 180
camerarenderer.layermask1218656529Physics layer mask used for raycasting in companion server camera depth sampling; defaults to solid, water, and player movement layers
camerarenderer.maxraysperframe100000Maximum number of raycasts per frame used for companion server camera depth sampling
camerarenderer.maxrendersperframe25Maximum number of camera render tasks that can complete per frame for companion server cameras
camerarenderer.nearplane0Near clipping plane distance for companion server camera renders; 0 = use default
camerarenderer.playermaxdistance30Maximum distance in metres at which player entities are included in companion server camera renders
camerarenderer.playernamemaxdistance10Maximum distance in metres at which player name labels are included in companion server camera render output
camerarenderer.rayjitter0.5Maximum per-axis camera rotation jitter, in sample cells, applied to each companion server camera render so a stationary camera still returns a natural scatter of ray samples instead of a rigid grid; 0 disables
camerarenderer.renderinterval0.05Interval in seconds between successive companion server camera render dispatches; default 0.05s (20 Hz)
camerarenderer.samplesperrender3000Number of raycast samples taken per companion server camera render pass for depth reconstruction
camerarenderer.verticalfov65Vertical field of view in degrees for companion server camera renders; default 65
camerarenderer.width320Width in pixels of the companion server camera render output; default 320
VariableDefaultSavedWhat it does
cargoship.cargo_escape_boat_rhibTrue
cargoship.dock_time480
cargoship.docking_debugFalse
cargoship.egress_duration_minutes10
cargoship.event_duration_minutes50
cargoship.event_enabledTrue
cargoship.loot_round_spacing_minutes10
cargoship.loot_rounds3
cargoship.refresh_loot_on_dockTrue
cargoship.should_dockTrue
VariableDefaultSavedWhat it does
convartimedprefabspawner.prefab_despawn_time20YesTime in seconds before spawned prefabs are despawned. Set to 0 to disable despawning.
convartimedprefabspawner.prefab_spawn_interval0Time in seconds between prefab spawns. Set to 0 to disable spawning.
convartimedprefabspawner.prefab_spawn_interval_variance3YesVariance in seconds to add/subtract from the spawn interval
convartimedprefabspawner.prefab_spawn_random_position_offset0YesMaximum random offset (sphere radius) from the spawner’s position when spawning prefabs
convartimedprefabspawner.prefab_spawn_random_rotationTrueYesIf true, spawned prefabs will have a random rotation
VariableDefaultSavedWhat it does
dartsgame.accuracyadjustspeed1Yes
dartsgame.accuratevelocitythreshold0.05Yes
dartsgame.cooldownbetweenthrows3Yes
dartsgame.debugcanplayagainstselfFalseYes
dartsgame.holdfocusaddedfriction0.45Yes
dartsgame.holdfocusduration2Yes
dartsgame.idlekickseconds180Yes
dartsgame.maxaccuracy0Yes
dartsgame.maxthrowtimer10Yes
dartsgame.maxzoom0.5Yes
dartsgame.minaccuracy0.1Yes
dartsgame.needdoubletowinTrueYes
dartsgame.reticlefriction0.5Yes
dartsgame.reticleinputbufferapplication100Yes
dartsgame.reticleinputspeed0.01Yes
dartsgame.reticlemaxvelocity3Yes
dartsgame.reticlerandomforcestrength0.5Yes
dartsgame.reticlespawnpointradiusoffset0.5Yes
dartsgame.scoretarget301YesSets the score target in Darts. Standard games are either 301 or 501.
VariableDefaultSavedWhat it does
deepsea.allow_all_vehiclesFalseAllow all vehicles to travel to the deep sea, instead of just the whitelisted vehicles
deepsea.allow_swimmersFalseAllow players to swim to the deep sea
deepsea.block_buildingTrue
deepsea.debug_portal_spawnattemptsFalseWhen enabled, logs each deep sea portal spawn attempt to the console including whether it succeeded or failed
deepsea.enabledTrueToggles the deep sea. Needs a server restart to take effect. Any saved deep sea entities will be destroyed at the next startup
deepsea.entities_spawninterval5When generating, the interval in seconds in between each entity spawn (island, ghost ship and floating city). Increase if you’re experiencing lag when the deep sea is opening.
deepsea.floatingcity_count1Number of floating cities to spawn in the deep sea
deepsea.floatingcity_edgemargin1500Minimum distance in metres floating cities must be from the deep sea boundary edge when spawning
deepsea.floatingcity_mindist1500Minimum distance in metres required between floating city
deepsea.floatingcity_radius500Exclusion radius in metres around floating cities
deepsea.forceentranceportaldirection00 Random, 1 North, 2 East, 3 South, 4 West
deepsea.ghostship_count4Number of ghost ship to spawn in the deep sea zone
deepsea.ghostship_edgemargin450Minimum distance in metres ghost ships must be from the deep sea boundary edge when spawning
deepsea.ghostship_mindist400Minimum distance in metres required between ghost ships
deepsea.ghostship_radius80Exclusion radius in metres around ghost ship
deepsea.hackablecrate_count1Number of hackable crates to spawn in the deep sea
deepsea.island_count6Number of islands to spawn in the deep sea zone
deepsea.island_edgemargin750Minimum distance in metres islands must be from the deep sea boundary edge when spawning
deepsea.island_mindist600Minimum distance in metres required between islands
deepsea.island_portal_terrain_distance750Distance in metres from the main island shore at which deep sea entrance portals are placed
deepsea.island_radius300Exclusion radius in metres around islands
deepsea.lighthouseopendelay0Seconds between the first lighthouse repair and the deep sea opening, 0 opens it straight away
deepsea.logsFalseWhen enabled, outputs verbose deep sea system log messages (portal transitions, wipe events, entity moves) to the server log for debugging
deepsea.loot_respawn_scale1Population multiplier applied to the loot the deep sea will respawn over time. 1.0 = unchanged, 0.5 = half, 2.0 = double
deepsea.loot_scale1Population multiplier applied to the loot the deep sea spawns with. 1.0 = unchanged, 0.5 = half, 2.0 = double
deepsea.navmesh_spawninterval5When generating, the interval in seconds in between each island navmesh bake. Increase if you’re experiencing lag when the deep sea is opening.
deepsea.openonserverwipeFalseShould the deep sea open as soon as the server wiped?
deepsea.rhib_count4Number of RHIB boat groups to spawn in the deep sea
deepsea.rhib_edgemargin1150Minimum distance in metres RHIB groups must be from the deep sea boundary edge when spawning
deepsea.rhib_mindist300Minimum distance in metres required between RHIB groups
deepsea.rhib_radius10Exclusion radius in metres around each RHIB group
deepsea.spawngroups_spawninterval0.15When generating, the interval in seconds in between each spawn groups fill (dwellings/crates/scientists on island, ghost ships). Increase if you’re experiencing lag when the deep sea is opening.
deepsea.stricttransitionrepositionTrueEnsure all players on a mounted boat are repositioned after a transition, if this is false we rely on parenting exclusively
deepsea.terrain_everywhereFalseYesApplies the deep sea terrain config and foliage to the whole map, not just inside the deep sea
deepsea.wipecooldownmax5400Maximum seconds before a deep sea re-opens after closing
deepsea.wipecooldownmin5400Minimum seconds before a deep sea re-opens after closing
deepsea.wipeduration10800Duration in seconds of the deep sea wipe
deepsea.wipeendphaseduration1800Duration in seconds of the final wipe phase, bad weather kicking in etc
deepsea.wiperadiationphaseduration300Seconds before radiation starts to ramp in before the deep sea wipe
VariableDefaultSavedWhat it does
demo.recordlistYesComma-separated list of player Steam IDs whose demos are automatically recorded on the server; empty means no targeted recording
demo.recordlistmode0YesControls the behavior of recordlist, 0=whitelist, 1=blacklist
demo.splitmegabytes200Maximum file size in megabytes before a demo recording is automatically split; prevents individual demo files from becoming unmanageably large
demo.splitseconds3600Maximum duration in seconds before a demo recording is automatically split into a new file; default is 3600 (1 hour)
VariableDefaultSavedWhat it does
drone.altitudespeedoverride0If greater than zero, overrides the drone’s vertical movement speed
drone.disablesamtargetingFalse
drone.maxcontrolrange750How far drones can be flown away from the controlling computer station
drone.movementspeedoverride0If greater than zero, overrides the drone’s planar movement speed
drone.samproximityfuseradius10Radius at which a SAM missile’s proximity fuse detonates against drones, capped by the missile’s 20m trigger sphere
VariableDefaultSavedWhat it does
env.day0Gets or sets the current in-game day of the month; used for calendar-driven events and date display
env.daylength0How many real minutes one in-game day lasts on the server. Not sent to clients, whose sky keeps its own day length between time syncs, so lower it headless or in the editor to run a day through quickly. Never zero, freeze time with env.progresstime instead
env.month0Gets or sets the current in-game month (1-12); used for seasonal event triggers and calendar display
env.nightlight_brightness0.008Brightness multiplier for night lighting.
env.nightlight_distance5Render distance for night light.
env.nightlight_fadefraction0.65Fade proportion for night light.
env.oceanlevel0Adjust the ocean water level height.
env.progresstimeFalseWhen enabled, the server advances the in-game time of day automatically; disabling freezes time at its current value
env.redmoonFalseEnable or disable the red moon visual effect.
env.time0Gets or sets the current in-game time of day as a decimal hour (0.0-24.0); writing a value immediately jumps the time to that point
env.year0Gets or sets the current in-game year; used for date display and long-running server event tracking
VariableDefaultSavedWhat it does
halloween.enabledFalseEnables the Halloween event on the server, activating Halloween-themed loot spawns, NPC variants, and event-specific mechanics
halloween.murdererpopulation0Population active on the server, per square km
halloween.scarecrow_beancan_vs_player_dmg_modifier0.1Modified damage from beancan explosion vs players (Default: 0.1).
halloween.scarecrow_body_dmg_modifier0.25Modifier to how much damage scarecrows take to the body. (Default: 0.25)
halloween.scarecrow_chase_stopping_distance0.5Stopping distance for destinations set while chasing a target (Default: 0.5)
halloween.scarecrow_throw_beancan_global_delay8The delay globally on a server between each time a scarecrow throws a beancan (Default: 8 seconds).
halloween.scarecrowpopulation0Population active on the server, per square km
halloween.scarecrows_throw_beancansTrueScarecrows can throw beancans (Default: true).
VariableDefaultSavedWhat it does
heli.bulletaccuracy2Cone angle in degrees of the patrol helicopter gun spread; higher values make the helicopter less accurate
heli.bulletdamagescale1Multiplier applied to all bullet damage dealt by the patrol helicopter; 1.0 = normal, 2.0 = double damage
heli.guns1Number of gun hardpoints active on the patrol helicopter; set to 0 to disable its guns without despawning it
heli.lifetimeminutes30How many minutes the patrol helicopter stays airborne before self-destructing; default is 30 minutes
VariableDefaultSavedWhat it does
hotairballoon.minimumaltitudeterrain25
hotairballoon.outsidedecayminutes180How long before a HAB loses all its health while outside
hotairballoon.population1Population active on the server
hotairballoon.serviceceiling175
VariableDefaultSavedWhat it does
ioentity.allow_on_boatsFalseAllows the deployment and usage of IO entities on player boats and tugboats.
ioentity.backtracking8Number of IO update passes allowed to back-track and re-process changed entities each tick; higher values improve signal propagation speed
ioentity.debugbudgetFalsePrint out what is taking so long in the IO frame budget
ioentity.debugbudgetthreshold2Ignore frames with a lower ms than this while debugBudget is active
ioentity.framebudgetelectrichighpriorityms1
ioentity.framebudgetelectriclowpriorityms0.5
ioentity.framebudgetfluidms0.25
ioentity.framebudgetgenericms1
ioentity.framebudgetindustrialms0.25
ioentity.framebudgetkineticms1
ioentity.infiniteiopowerFalseAll player placed electrical entities will receive full power without needing to be plugged into anything
ioentity.responsetime0.1Minimum interval in seconds between IO entity logic updates; controls how quickly electrical signals propagate through the network
VariableDefaultSavedWhat it does
junkpilewater.destroyablebyplayerboatsTrue
junkpilewater.framebudgetms0.05
junkpilewater.minimumplayerboatmasstobedestroyed2000
junkpilewater.minimumplayerboatvelocitytobedestroyed5
VariableDefaultSavedWhat it does
metaldetectorsource.attemptspersubsourcespawn5
metaldetectorsource.mindistancebetweensubsources1.5
metaldetectorsource.population1200Population active on the server, per square km
metaldetectorsource.timeoutduration7200
VariableDefaultSavedWhat it does
motorrowboat.decaystartdelayminutes45How long until decay begins after the boat was last used
motorrowboat.deepwaterdecayminutes120How long before a boat loses all its health while in deep water
motorrowboat.outsidedecayminutes180How long before a boat loses all its health while outside. If it’s in deep water, deepwaterdecayminutes is used
motorrowboat.population1Population active on the server
VariableDefaultSavedWhat it does
physics.allowhorsetempragdollTrueWhen enabled, horses can be temporarily ragdolled by large physics impacts; disabling keeps horses upright during collisions
physics.allowplayertempragdollTrueWhen enabled, players can be temporarily ragdolled by large physics impacts (e.g. explosions) before recovering; disabling keeps players standing
physics.autosynctransformsTrueWhen enabled, Unity Physics auto-syncs transform changes to physics each frame; disable to manually control when transforms sync
physics.batchsynctransformsTrueWhen enabled, physics transform syncs are batched per frame for efficiency; disable to force immediate per-object sync
physics.bouncethreshold2Minimum relative velocity at which a physics collision generates a bounce response; lower values cause more objects to bounce on light impacts
physics.droppedmode2The collision detection mode that dropped items and corpses should use
physics.gravity1Gravity multiplier
physics.groundwatchdebugFalseWhen enabled, logs ground-watch trigger events to the console, showing when players are detected as off the ground or falling through the world
physics.groundwatchdelay0.1Seconds between ground-watch checks on a player; lower values detect world-fall issues faster but increase CPU overhead
physics.groundwatchfails1Number of consecutive ground-watch failures allowed before corrective action is taken on a player who appears to be falling through geometry
physics.sendeffectsTrueSend effects to clients when physics objects collide
physics.serverragdollmode3The collision detection mode that server-side ragdolls should use
physics.serversideragdollsFalseYesDo ragdoll physics calculations on the server, or use the old client-side system
physics.sleepthreshold0.01Energy threshold below which a rigid body is put to sleep by the physics engine; lower values keep more objects awake, higher values reduce CPU usage
physics.solveriterationcount6The default solver iteration count permitted for any rigid bodies (default 7). Must be positive
physics.towingmaxlinearaccelfromjoint40Maximum linear acceleration (m/s^2) that a vehicle towing joint can apply before the joint breaks; prevents unrealistic joint forces during towing
physics.treecollisionTrueYesDo players and vehicles collide with trees?
VariableDefaultSavedWhat it does
physicstumblingentity.angular_drag_override-1YesOverride for rigidbody angular drag. Set to -1 to disable.
physicstumblingentity.drag_override-1YesOverride for rigidbody drag. Set to -1 to disable.
physicstumblingentity.max_tumbling_force1000YesMaximum force applied on collision to cause tumbling
physicstumblingentity.min_tumbling_force600YesMinimum force applied on collision to cause tumbling
physicstumblingentity.player_impulse_multiplier10YesMultiplier for impulse applied to players when ragdolled by this entity
physicstumblingentity.tumbling_force_cone_angle30YesCone angle in degrees for randomizing tumbling force direction
physicstumblingentity.velocity_threshold_for_tumbling_force1.5YesMinimum velocity required for an object to get tumbling force applied on collision
VariableDefaultSavedWhat it does
playerboat.aboardplayercheckinterval2Interval in seconds between checks to determine whether any players are still aboard the boat
playerboat.anchoreddriftdelayseconds21600Time in seconds after a boat is anchored before it becomes eligible for shore drift; default 21600s (6 hours)
playerboat.corpseseconds1800
playerboat.debugvisFalseWhen enabled, draws debug visualisations for player boat state including drift target, shore direction, and power zones
playerboat.decayminutes720How long before a boat loses all its health while outside
playerboat.decaystartdelayminutes1440How long until decay begins after the boat was last used
playerboat.deepseatransitionpowerdowngraceduration10Duration in seconds after entering the deep sea zone that a player boat has before its engine is powered down
playerboat.deployandeditanywhereFalseAllow Deploy & Edit anywhere in the ocean, bypassing location checks.
playerboat.destructiblewrecksenabledTrue
playerboat.dragbyangle_exponent0.4
playerboat.dragbyangle_maxcontrib50
playerboat.dragbyangle_maxdrag2.2
playerboat.dragbyangle_mincontrib5
playerboat.dragbyangle_mindrag0.65
playerboat.editenabledTrue
playerboat.enginepositioninfluences0.050 - 1
playerboat.finisheditingenabledTrue
playerboat.hammerrepairenabledTrue
playerboat.maxblockcount180
playerboat.maxdeployablecount120
playerboat.orphansendimmediateTrueWhen enabled, deployables on boats send immediate network updates when orphaned during edit mode to prevent looping sounds from being killed
playerboat.placementupthreshold30Maximum angle in degrees from vertical at which building blocks can be placed on a player boat; default 30 degrees
playerboat.powerdownonnoplayersTrueWhen enabled, player boat engines are powered down when no players are aboard; prevents runaway unmanned boats
playerboat.sailblockedupdateinterval5Interval in seconds between wind blocked checks on a lowered sail, jittered by 10%
playerboat.sailpositioninfluence0.10 - 1
playerboat.usedestructiblewreckstabilityTrue
playerboat.velocitymax15
VariableDefaultSavedWhat it does
pooltable.debug_poolFalse
pooltable.idle_reset_seconds180Anyone can reset a pool game nobody has interacted with for this many seconds
pooltable.physics_update_rate64
pooltable.show_tooltipsFalseYesShow pool game tooltip notifications
pooltable.watch_after_shot_seconds2Seconds the shooter stays seated watching their shot before being dismounted
VariableDefaultSavedWhat it does
powergrid.enabledTrue
powergrid.fusedecayhighpop100YesConnected player count at or above which heavy fuses in the power plant decay at their normal rate. See fuseDecayLowPop.
powergrid.fusedecaylowpop10YesConnected player count at or below which heavy fuses in the power plant decay at fuseDecayLowPopScale times the normal rate. Decay rate scale rises linearly as pop increases to fuseDecayHighPop where scale returns to 1x.
powergrid.fusedecaylowpopscale0.25YesMultiplier on the decay rate of heavy fuses in the power plant while the connected player count is at or below fuseDecayLowPop. At 1 the player count has no effect on decay.
powergrid.fusefulldecaycount3YesHow many of the worst condition heavy fuses in the power plant decay at the full rate (burning out after fuseLifespanSeconds). Every other inserted fuse decays slowly instead. If 0 no fuse ever decays at the full rate.
powergrid.fuselifespanseconds9600YesHow long a heavy fuse plugged into the power plant lasts while it is decaying at the full rate (how long the worst fuses in the power plant survive for). If <= 0 then fuses last forever.
powergrid.fuseslowdecayfractionmax0.12YesMaximum fraction (0-1) of the full decay rate applied to heavy fuses that aren’t one of the worst fuseFullDecayCount. See fuseSlowDecayFractionMin.
powergrid.fuseslowdecayfractionmin0.08YesMinimum fraction (0-1) of the full decay rate applied to heavy fuses that aren’t one of the worst fuseFullDecayCount. Each fuse rolls its own fraction between fuseSlowDecayFractionMin and fuseSlowDecayFractionMax and keeps it for its lifetime.
powergrid.greenrecyclerfullefficiencystage-1
powergrid.marketplacechargecapacity100YesCharge capacity of a drone marketplace’s power buffer. A marketplace charges this up from the power plant and bleeds it back out whenever the plant stops carrying it.
powergrid.marketplacechargeperfuse0.01YesCharge a drone marketplace gains every second for each heavy fuse inserted at the power plant, once there are at least marketplaceMinimumFusesToCharge of them.
powergrid.marketplacedrainrate0.05YesCharge a drone marketplace loses every second while there are no heavy fuses inserted at the power plant. A single fuse is enough to stop the bleed.
powergrid.marketplaceminimumfusestocharge4YesHeavy fuses that have to be inserted at the power plant before a drone marketplace starts charging. Below this it holds whatever charge it has without building any more.
powergrid.marketplacerequiredchargefraction0.5YesFraction (0-1) of its capacity a drone marketplace needs charged to accept orders. Sets both how long a cold marketplace takes to come online and how long a full one keeps running after the power plant drops out.
powergrid.powerlinebasepoweroutput5YesStarting power output of powerline poles when 1 heavy fuse is inserted at the power plant.
powergrid.powerlinemaxpoweroutput50YesPower output of powerline poles when all possible heavy fuses are inserted at the power plant.
powergrid.simulatepowerplantfuses0
powergrid.stagechangeworkqueuebudget0.1YesMax time per frame (ms) to spend notifying powergrid entities of a stage change.
powergrid.stagechangeworkqueuedelaybetweenjobs0YesTime to wait (s) between each individual entity getting notified of a powergrid stage change. Higher values will delay the time it takes for all entities to receive notification of a stage change. Entities can skip this wait with stageChangeWorkQueueGroupJobsDistance
powergrid.stagechangeworkqueuegroupjobsdistance20YesIf a powergrid entity is within this range of the first powergrid entity to receive a stage change update this frame, then that entity will also receive an update (skipping stageChangeWorkQueueTimeBetweenJobs)
VariableDefaultSavedWhat it does
rentableshop.additionalchecktimehoursdebug0When checking the time to see if items need to be deleted, add this many hours to what it thinks the current time is
rentableshop.initialscrapfee100
rentableshop.maxstoreditemsdurationminutes1440YesHow long stores should store items (after a shop is closed) for before they are destroyed
rentableshop.protectionfromtakeoverhours6
rentableshop.scrapperhourrent10
VariableDefaultSavedWhat it does
ridablehorse.autoavoidanceTrueYesWhen enabled, horses use automatic avoidance steering to navigate around obstacles; saved between sessions; admin configurable
ridablehorse.debugFalseYesWhen enabled, draws debug visualisations for this system (seismic sensor range sphere, escape capture state, etc.); editor/admin-only
ridablehorse.decayminutes180How long before a horse dies unattended
ridablehorse.dungtimescale1
ridablehorse.groundangleupdaterate0.05YesInterval in seconds between ground angle recalculation updates for horse body tilting; default 0.05s
ridablehorse.population2Population active on the server, per square km
ridablehorse.throttledgroundangleupdateTrueYesWhen enabled, ground angle updates for horse body tilt are throttled to groundAngleUpdateRate seconds; improves performance
VariableDefaultSavedWhat it does
room.draw_liveFalseContinuously draw the room partition around every player, refreshing as the base changes. Needs room.occlusion on (1 = shadow mode draws without hiding anything). Editor/dev tool - it redraws for everyone connected, so do not leave it on.
room.draw_live_normalsTrueDraw the normal arrows and face outlines of the room.draw_live overlay (off = room-coloured outlines only, much less traffic)
room.draw_live_range30Radius of the room.draw_live overlay, in metres
room.draw_networkgroups_liveFalseContinuously draw room contents, boundary groups and portal subscription state around every player. Needs room.occlusion on. Editor/dev tool - do not leave it on.
room.occlusion0Server-side interior occlusion: 0 = off, 1 = shadow mode (compute + log, hide nothing), 2 = enforce
room.occlusion_admin_bypassTrueAdmins and developers bypass interior occlusion and see everything
room.occlusion_deployables1What interior occlusion hides inside a room: 0 = nothing (building blocks only), 1 = static entities (boxes, workbenches, beds), 2 = also IO entities (wires and pipes can be dragged to an entity that is not on your client)
room.occlusion_door_immediateFalseKill switch for the whole synchronous pre-open pass: repartition and deliver the rooms behind a door the moment it opens, instead of leaving it to the normal budgeted queue. Only players within room.occlusion_door_immediate_range are flushed; further ones enqueue as usual. Off skips the repartition entirely, not just the flush.
room.occlusion_door_immediate_range30How close a player must be to a door for its rooms to be sent immediately when it opens, in metres. 0 = no limit, flush every viewer of the door.
room.occlusion_linger5How long a room must have been out of sight before it is dropped from a player’s client, in seconds. Stops a door being opened and shut, or a walk past a doorway, from destroying and re-sending a whole room. 0 = drop immediately.
room.occlusion_nearby_range32Rooms within this many metres of a player are always sent, whether or not they can see into them. Leaving the radius starts the room.occlusion_linger countdown rather than dropping it at once. 0 = only ever send what is actually visible.
room.occlusion_range250How far from a player interior occlusion looks for rooms to hide things in, in metres. Must comfortably exceed network range; rooms beyond it fail open.
VariableDefaultSavedWhat it does
satellite.control_window180Seconds of thruster control window
satellite.cooldown_hours_max18Maximum cooldown between satellite events, in game hours
satellite.cooldown_hours_min18Minimum cooldown between satellite events, in game hours (not real minutes), converted to real time via the map’s day length, same as the airdrop event scheduler.
satellite.crashing_fx_at_distanceTrueRun the crashing FX pass (FX Pass 3) through the whole phase-2 descent, including the distance-projected stretch, instead of waiting until the satellite enters real draw distance. The projected-mode fixup still applies, its particles simulate in local space and scale with the model; its trails stay gated until real rendering.
satellite.crate_fire_duration300Seconds the crash loot crates burn and stay unlootable after impact. All crates unlock together when this expires.
satellite.debugFalseLog crash-target search diagnostics (samples, blockers, reasons)
satellite.default_crash_radius300Starting impact radius before thruster adjustments, in meters
satellite.descent_angle45Angle (degrees from vertical) the satellite descends at. Higher = more horizontal streak across the sky. Clamped to 45 so it always reaches the ground within 45 degrees of straight down. Only used when flyover_altitude is 0, the flyover path has its own geometry.
satellite.descent_seconds600Descent duration in seconds (0 = use day length fraction; nonzero values are clamped to a minimum of final_descent_seconds so the phase-2 window always fits inside the descent)
satellite.final_descent_seconds300Seconds before the scheduled crash that the satellite begins its phase-2 physics descent. Phase 1 slides in to the phase-2 start point up until then, then the satellite drops at a speed timed to hit the ground exactly on schedule. The start point is placed at the satellite’s finalDescentSpeed times this window, so lengthening it starts the descent higher rather than slowing the fall.
satellite.final_descent_speed0Speed (m/s) of the phase-2 physics descent (0 = use the satellite prefab’s finalDescentSpeed). Together with final_descent_seconds this sets where phase 2 starts, speed times seconds back up the descent line, so e.g. 180s at 80 m/s starts the drop 14.4km out.
satellite.flyover_altitude2500Altitude (m above the crash target) of the phase-2 flyover cruise. The satellite enters near-horizontally at this height, streaks across the sky, then bends into a dive onto the target from flyover_dive_distance out. 0 = disable the flyover and use the legacy straight-line descent at descent_angle.
satellite.flyover_dive_distance1500Horizontal distance (m) from the crash target at which the flyover bends into its terminal dive. Smaller = a longer level cruise with a steeper final plunge.
satellite.free_fuelFalseIf true, firing satellite thrusters does not consume fuel
satellite.free_powerFalseIf true, powering up the satellite computer does not require any items
satellite.fuel_large_max16Maximum fuel rolled for large satellites (3000-5000kg)
satellite.fuel_large_min10Minimum fuel rolled for large satellites (3000-5000kg)
satellite.fuel_max36Hard maximum on generated fuel, applied after the per-size roll regardless of size
satellite.fuel_medium_max26Maximum fuel rolled for medium satellites (1500-3000kg)
satellite.fuel_medium_min16Minimum fuel rolled for medium satellites (1500-3000kg)
satellite.fuel_min8Hard minimum on generated fuel, applied after the per-size roll regardless of size
satellite.fuel_small_max36Maximum fuel rolled for small satellites (500-1500kg)
satellite.fuel_small_min24Minimum fuel rolled for small satellites (500-1500kg)
satellite.initial_offset_attempts8How many times to re-roll the initial random map position, re-checking the full crash-site acceptance each time, until a valid starting target is found. Guarantees the control phase never starts on an unusable spot.
satellite.kill_radius10Radius (m) around the impact point cleared on crash, players killed, construction/deployables/vehicles destroyed, vegetation removed
satellite.lateral_distance200Lateral offset multiplier per thruster fire (meters)
satellite.min_crash_radius100Minimum crash radius in meters
satellite.nudge_distance_max150Maximum random aim drift (meters) applied when tightening the impact radius
satellite.nudge_distance_min100Minimum random aim drift (meters) applied when tightening the impact radius, at a fully random angle so it can’t be cancelled out exactly by the cardinal-direction lateral thrusters
satellite.obstruction_tc_reorderTrueCrash targeting: use the tool-cupboard grid to test likely-occupied samples last, so a clear spot is usually found with fewer physics checks. The physics check stays authoritative.
satellite.phase1_extra_distance30000Extra distance (m) further out, along the descent line, that phase 1 starts. The satellite slides steadily from there in to the orbit point over phase 1, then phase 2 continues along the same line.
satellite.phase1_grow_scale4Multiplier the orbiting satellite’s glow billboard grows to by the end of phase 1 (starts at 1x). Purely a visual telegraph; replicated because the grow runs client-side.
satellite.require_powerplantTrueIf true, the satellite control computer can only be powered up while the power plant is active (powergrid stage 1+). Ignored when the powergrid system itself is disabled.
satellite.reuse_last_crash_spotTrueCrash targeting: before scanning, re-test the previously found crash spot. Small thruster nudges usually leave it valid, returning in a single check.
satellite.rotation_strength15Heading rotation per thruster fire (degrees)
satellite.shrink_expand_radius25Impact radius change per thruster fire (meters)
satellite.site_check_physical_geometryTrueAlso raycast the crash-site footprint against real collision geometry, rejecting spots with rocks or scenery the heightmap can’t see
satellite.site_clearance_radius16Clearance (m) the crash-site search demands around a candidate, rejected if any player building, prevent-building volume or safezone is within this range. Kept separate from kill_radius so targeting standoff can exceed what the impact destroys; 16 matches the building-privilege radius, so a valid site is never inside a base’s TC influence.
satellite.site_footprint_radius15Radius (m) around a candidate crash spot sampled for ground shape, roughly the crash remains footprint. Used both to reject unsuitable spots and to fit the spawned remains to the ground.
satellite.site_max_slope25Max overall ground slope (degrees) across the crash footprint before a spot is rejected
satellite.site_max_unevenness2Max terrain height deviation (m) from the crash footprint’s best-fit plane before a spot is rejected as too uneven (cliff edges, crests, dips the remains meshes can’t hide)
satellite.sky_trailTrueRender the satellite’s descent as a map-wide sky ribbon tracing the real flight path, visible from any distance at any draw distance setting. Rendered client-side from the entity’s networked positions.
satellite.sky_trail_age_fadeTrueFade each point of the sky ribbon out over its lifetime (sky_trail_seconds), like a TrailRenderer, the streak continuously dissolves behind the satellite instead of holding full brightness until its points expire.
satellite.sky_trail_drain_seconds10Seconds the sky ribbon takes to drain away tail-first after the satellite crashes or is destroyed. The recorded point ages are compressed into this window, so the ribbon keeps shrinking exactly the way it does in flight, and the impact end of the streak is the last to go.
satellite.sky_trail_max_length0Maximum length of the sky ribbon in meters of flight path, the tail is trimmed to keep the ribbon at or under this. 0 = no length cap, letting the sky_trail_seconds lifetime fade own the tail instead of a hard cut.
satellite.sky_trail_noise1Meters of smooth random wobble baked into the sky ribbon as it’s laid down, so the streak reads as turbulent rather than a perfect straight line. Keep it under the dish’s size (~3m) or the trail visibly detaches from the model. 0 = perfectly straight.
satellite.sky_trail_seconds60Seconds of flight path the sky ribbon spans, its TrailRenderer-style lifetime: with sky_trail_age_fade on, points dissolve to nothing as they reach this age. Capped by the ribbon’s internal point budget at ~128s.
satellite.sky_trail_width_degrees0.075On-screen thickness of the sky ribbon’s head, in degrees of view angle, it holds the same apparent width whatever distance it’s projected at, tapering to a point at the tail.
satellite.targeting_budget_ms5Crash targeting: max milliseconds per frame spent scanning for a safe crash site. The scan resumes next frame when exceeded.
satellite.targeting_coverage_factor3Crash targeting: candidate samples tested per clearance-footprint, i.e. per (targetingRadius/clearanceRadius)^2. The sample count scales with the targeting area, so a small circle runs far fewer checks than a large one. ~1.2 is bare geometric coverage (samples spaced ~one clearance apart); the default adds margin to catch tight gaps. Pushing it much higher mostly adds correlated, redundant checks.
satellite.targeting_min_samples8Crash targeting: minimum candidate samples per search, regardless of how small the targeting circle is. Floors the area-scaled sample count so a small but cluttered area still gets a fair number of attempts.
satellite.thruster_extra_steps2When a thruster move finds no valid crash site, how many extra steps to take in the same direction before giving up. Fuel cost is linear in the number of steps taken (a 3-step move costs 3 fuel), and a further step isn’t attempted if the player can’t afford it.
satellite.thruster_module_count3Thruster modules salvaged from fully harvesting the crash remains
satellite.thruster_module_min_condition0.2Minimum condition fraction of salvaged thruster modules, regardless of how much fuel the satellite burned before lock-in
satellite.trail_alpha_scale1Multiplier on the alpha of the satellite trails’ authored colour gradients, saturating at full opacity, the authored fades drop to near-transparent within the first quarter of the trail, so values above 1 keep progressively more of its length visible. Applied alongside trail_time_scale as the trails switch on.
satellite.trail_time_scale1Multiplier on the authored lifetime of the satellite’s trail renderers, a trail spans this many times the authored seconds of flight path, so it directly scales the visible streak length. Applied as the trails switch on (they sit out the projected far-distance stretch and only run once the satellite is drawn at its real position), so changes take effect at the next handover, not mid-trail. Replicated because trails render client-side.
satellite.wreck_fire_duration480Seconds the main wreck stays too hot to harvest after impact
VariableDefaultSavedWhat it does
traincar.decayminutes30How long before a train car despawns
traincar.killofftracktrainsTrueShould train cars that are not spawned near train tracks be killed instantly (default = true)
traincar.population2.3Population active on the server
traincar.trainturretinaccuratepervelocity0.1Chance to miss per m/s of velocity for turrets shooting players on moving trains
traincar.wagons_per_engine2Ratio of wagons to train engines that spawn
VariableDefaultSavedWhat it does
travellingvendor.alive_time_seconds1800Maximum lifetime in seconds before the Travelling Vendor despawns; default 1800s (30 minutes)
travellingvendor.attempt_pulloversTrueWhen enabled, the Travelling Vendor will attempt to stop for players and perform pullover interactions along its route
travellingvendor.max_speed5Yes
travellingvendor.should_destroy_buildingsFalseWhen enabled, the Travelling Vendor will destroy player-placed buildings that block its ring road path
travellingvendor.should_spawnTrueWhen enabled, the Travelling Vendor NPC is eligible to spawn on the server ring road; disable to prevent vendor spawning
VariableDefaultSavedWhat it does
tree.global_broadcastFalseWhen enabled, tree harvest events are broadcast to all connected clients, not just nearby players; useful for testing tree sync across the network
tree.hit_forgiveness0.12
tree.hit_forgiveness_max_trunk0.15
tree.simplified_colliderFalseWhen enabled, trees use a simplified capsule collider instead of the full mesh collider, reducing physics CPU cost at the expense of collision accuracy
VariableDefaultSavedWhat it does
treemanager.cellsize100Define cell size(in m) of a grid for trees - only has effect on world load and must be > 1. This affects how much data we send per tree cell(bigger the cell - more trees we have to send). The smaller the cell, the more cells we have to process and the more memory we need per player to track what’s left to send(gridSize ^ 2 / 8 bytes). We readjust CellSize to ensure gridSize never exceeds 512.
treemanager.enabletreestreamingTrueWhen enabled, tree data is streamed to players based on proximity rather than sending all trees at connect; reduces initial bandwidth
treemanager.playerbudgetms0.01Per-frame CPU budget in milliseconds allocated to sending tree streaming data per player
treemanager.updatebudgetms1Total per-frame CPU budget in milliseconds for the tree streaming update system
treemanager.uselazyserializationTrueInstead of reserializing grid cell on every tree add/removal(which can cost 0.25ms on 4.5k world), defer it to the streaming update. This reduces amount of times we need to serialize the tree list, but causes the player queue to take longer to process, as that’s where evaluation happens.
VariableDefaultSavedWhat it does
vehicle.boat_corpse_seconds300
vehicle.carwrecksTrueDetermines whether modular cars turn into wrecks when destroyed, or just immediately gib. Default: true
vehicle.cinematictrainsFalseIf true, trains always explode when destroyed, and hitting a barrier always destroys the train immediately. Default: false
vehicle.deepseaportal_boundary_force_start_distance10Distance in metres from a deep-sea portal boundary at which the repulsion force activates for vehicles
vehicle.disable_wheels_when_sleepingTrueWhen enabled, wheel colliders are disabled on vehicles that have gone to sleep in the physics engine, reducing CPU overhead for parked vehicles
vehicle.padrepairsrequiredTrueYesWhether repairable vehicle pads (eg. the Air Wolf helipad) have to be rebuilt with a hammer before their vendor will sell. When disabled, pads spawn already rebuilt and players cannot repair them.
vehicle.train_accel_force50000Acceleration force used by vehicle.train_speed (default 50000, same as train engine force)
vehicle.train_brake_force50000Braking force used by vehicle.train_stop (default 50000, same as train engine force)
vehicle.trainskeeprunningFalseDetermines whether trains stop automatically when there’s no-one on them. Default: false
vehicle.vehiclesdroplootTrueDetermines whether vehicles drop storage items when destroyed. Default: true
vehicle.world_boundary_force_offset25Additional offset applied to the world boundary force zone, extending the buffer zone inside the boundary before the force ramps up
vehicle.world_boundary_force_start_distance100Distance in metres from the world boundary at which a repulsion force starts pushing vehicles back inward; prevents vehicles from leaving the playable area
VariableDefaultSavedWhat it does
weather.ambient_light_multiplier-1
weather.arctic_fog_ambient_intensity_mult-1
weather.arctic_fog_light_boost_mult-1
weather.arctic_fog_ramp_end-1
weather.arctic_fog_ramp_start-1
weather.arid_fog_ambient_intensity_mult-1
weather.arid_fog_light_boost_mult-1
weather.arid_fog_ramp_end-1
weather.arid_fog_ramp_start-1
weather.atmosphere_brightness-1Overall brightness of the sky (-1 = auto).
weather.atmosphere_contrast-1Overall contrast of the sky (-1 = auto).
weather.atmosphere_directionality-1Size of the glow around the sun (-1 = auto).
weather.atmosphere_fog_height_falloff-1
weather.atmosphere_fog_ramp_end_distance-1
weather.atmosphere_fog_ramp_start_distance-1
weather.atmosphere_mie-1Mie scattering intensity, affects sky haze and sun halo (-1 = auto).
weather.atmosphere_rayleigh-1Rayleigh scattering intensity, affects sky coloration (-1 = auto).
weather.biome_fog_ambient_saturation_mult-1
weather.biome_fog_distance_curve-1
weather.clear_chance1Probability of the Clear weather type.
weather.cloud_attenuation-1How dark clouds get as they thicken (-1 = auto).
weather.cloud_brightness-1Overall brightness of the clouds (-1 = auto).
weather.cloud_coloring-1Blending between indirect sky light and direct sun light (-1 = auto).
weather.cloud_config-1
weather.cloud_coverage-1How much of the sky is covered by cloud layers (-1 = auto).
weather.cloud_opacity-1Overall opacity of the cloud layers and billboards (-1 = auto).
weather.cloud_saturation-1
weather.cloud_scattering-1How much sunlight the clouds scatter (-1 = auto).
weather.cloud_sharpness-1Overall sharpness of the cloud formations (-1 = auto).
weather.cloud_size-1Overall size of the cloud layers (-1 = auto).
weather.directional_light_multiplier-1
weather.dust_chance0Probability of the Dust weather type.
weather.fog-1Fog density override for the dynamic system (-1 = auto).
weather.fog_chance0Probability of the Fog weather type.
weather.fog_multiplier-1
weather.jungle_fog_ambient_intensity_mult-1
weather.jungle_fog_light_boost_mult-1
weather.jungle_fog_ramp_end-1
weather.jungle_fog_ramp_start-1
weather.moon_mesh_brightness_multiplier-1
weather.ocean_scale-1
weather.ocean_time-1
weather.overcast_chance0Probability of the Overcast weather type.
weather.rain-1Rainfall intensity override for the dynamic weather system (-1 = auto).
weather.rain_chance0Probability of the Rain weather type.
weather.rain_grace_activeFalseWhether the post-wipe rain grace period is currently active (set automatically by the server)
weather.rain_grace_period18YesNumber of in-game hours after a wipe during which rain and storms are suppressed (0 to disable)
weather.rainbow-1Whether a rainbow is visible (-1 = auto).
weather.reflection_multiplier-1
weather.storm_chance0Probability of the Storm weather type.
weather.sun_mesh_brightness_multiplier-1
weather.temperate_fog_ambient_intensity_mult-1
weather.temperate_fog_light_boost_mult-1
weather.temperate_fog_ramp_end-1
weather.temperate_fog_ramp_start-1
weather.thunder-1Amount of thunder and lightning present (-1 = auto).
weather.tundra_fog_ambient_intensity_mult-1
weather.tundra_fog_light_boost_mult-1
weather.tundra_fog_ramp_end-1
weather.tundra_fog_ramp_start-1
weather.vclouds_moon_color_scale-1
weather.vclouds_sun_color_scale-1
weather.wetness_rain0.4Controls how wet surfaces become during rain; higher values cause characters and world objects to appear more soaked when it is raining
weather.wetness_snow0.2Controls how wet surfaces become during snow; affects surface wetness shaders independently from rain wetness
weather.wind-1Wind intensity override; primarily visual, affects vegetation (-1 = auto).
VariableDefaultSavedWhat it does
world.cacheTrue
world.configfilePath to a world generation config file used by the procedural map generator; used when configString is empty
world.configstringWorld generation config string passed directly to the procedural map generator; overrides the config file if set
world.topology_hierarchy_validateFalse
VariableDefaultSavedWhat it does
xmas.enabledFalseEnables the Christmas event on the server, activating Christmas-themed loot spawns, trees, and holiday gift mechanics
xmas.giftsperplayer2Target number of gift entities to maintain per connected player during the xmas event; controls overall gift density on the server
xmas.spawnattempts5Number of spawn attempts made per player when trying to place Christmas gifts during refill; higher values increase fill reliability in cluttered areas
xmas.spawnrange40Radius in metres around each player within which Christmas gift entities are spawned during the xmas event refill

Groups with only a few entries, in one list.

VariableDefaultSavedWhat it does
adventcalendar.overrideadventcalendarday0
adventcalendar.overrideadventcalendarmonth0
basefirework.maxactivefireworks25
basemetaldetector.detectlongrangetick1Interval in seconds between long-range detectability checks for buried objects; longer interval saves CPU for distant searches
basemetaldetector.detectminmovementdistance1Minimum distance in metres the player must move before a new long-range detection check is triggered
basemetaldetector.nearestdistancetick0.25Interval in seconds between nearest-detectable-object distance checks performed by the metal detector
basesiegeweapon.outsidedecayminutes600How many minutes before a siege weapon loses all its health while outside
basesubmarine.deepwaterdecayminutes120How long before a submarine loses all its health while in deep water
basesubmarine.outsidedecayminutes180How long before a submarine loses all its health while outside. If it’s in deep water, deepwaterdecayminutes is used
basesubmarine.oxygenminutes10How long a submarine can stay underwater until players start taking damage from low oxygen
batteringram.maxbuildingblockgrade2Maximum building block upgrade grade (0=twig,1=wood,2=stone,3=metal,4=top tier) that the battering ram can damage; default 2 (stone)
bigwheelgame.spinfrequencyseconds45
blackjackmachine.maxbet500Maximum initial bet per round
boatbuildingblock.alwayrotatableTrue
boatbuildingblock.alwaysdemolishableTrue
boatbuildingblock.forwarddamagetoparentboatTrueWhen enabled, damage dealt to a building block attached to a boat is forwarded up to the parent boat entity
boatbuildingblockdecay.decaydelayminutes30Multiplied by the base BuildingBlockDecay duration
boatbuildingblockdecay.decaydurationmultiplier1Multiplied by the base BuildingBlockDecay duration
bradley.enabledTrueWhen false, prevents the Bradley APC from spawning or respawning on the server
bradley.respawndelayminutes60Number of minutes after the Bradley APC is destroyed before it respawns at its patrol path; default is 60 minutes
bradley.respawndelayvariance1Random variance multiplier applied to respawnDelayMinutes; a value of 1.0 means the actual delay is randomly chosen between 0 and respawnDelayMinutes
buoyancy.use_batchingTrueWhen enabled, buoyancy point physics updates are batched together each fixed update for better CPU efficiency
cannon.ignore_boat_mount_restrictionsFalseAllows mounting cannons outside of boats for testing.
cctv.camera_disable_seconds300
cctv.inputbudgetms0.05Yes
egghuntevent.includebotsFalseWill spawn eggs for bots, only for debug purposes - don’t enable it!
electricbattery.dischargebudgetms0.05Yes
excavatorsignalcomputer.automaticchargeneededforsupplies600Amount of charge required for the excavator to automatically trigger supply drop delivery without player activation
excavatorsignalcomputer.chargeneededforsupplies600Amount of charge (in seconds of operation) the excavator signal computer requires before it can manually call a supply drop
gamephysics.defaultmaxresultsperquery48How many results to collect per command - DONT set this too low or you’ll risk missing results
generateerosion.determinism_logFalseYesLog a CRC32 fingerprint of the eroded heightmap after generation, for determinism validation (e.g. across platforms or client vs server)
guntrap.gun_trap_budget_ms0.5How many milliseconds to spend on target scanning per frame
hackablelockedcrate.decayseconds7200How many seconds until the crate is destroyed without any hack attempts
hackablelockedcrate.requiredhackseconds900How many seconds for the crate to unlock
halloweendungeon.lifetime600How long each active dungeon should last before dying
halloweendungeon.population0Population active on the server
junkpile.destroyifspawnonsleepingbagTrue
junkpile.destroyifspawnonsleepingbagdistance3
junkpile.destroyifspawnonsleepingbagtime4
marchingcubesmanager.collidermiplevel1[0-2] - mip level the sculpture collision mesh is marched at. Each level is ~4x fewer collision triangles and a correspondingly cheaper physics bake, at the cost of the collider drifting slightly from the visual surface
marchingcubesmanager.debuglogFalse
marchingcubesmanager.generatorpoolcount1[1-16] - each generator has constant memory overhead, but will allow more to process at once
metaldetectorflag.timeoutduration10800
minicopter.population0Population active on the server
mlrs.brokendownminutes20How many minutes before the MLRS recovers from use and can be used again
modularcar.outsidedecayminutes864How many minutes before a ModularCar loses all its health while outside
modularcar.population3Population active on the server
parachute.bypassrepackFalseYes
parachute.landinganimationsFalseYes
patrolhelicopterai.flee_damage_percentage0.35Fraction of maximum health at which the patrol helicopter will break off its attack and flee; default 0.35 (35%)
patrolhelicopterai.monument_crashTrueWhen enabled, the patrol helicopter prefers to crash into a monument area when destroyed rather than crashing in open terrain
patrolhelicopterai.use_danger_zonesTrueWhen enabled, the patrol helicopter avoids designated danger zones during its patrol route
playerhelicopter.insidedecayminutes2880How long before a player helicopter loses all its health while indoors
playerhelicopter.outsidedecayminutes480How long before a player helicopter loses all its health while outside
ptboatturret.ai_burst_length3Seconds an NPC gunner keeps firing in each burst
ptboatturret.ai_fire_rate0.125Minimum seconds between NPC gunner shots
ptboatturret.ai_time_between_bursts3Seconds an NPC gunner waits between bursts
radiation.materialtoradsratio0.0044Multiplier converting radiation material value to effective radiation damage rate; lower values reduce radiation intensity globally
radiation.water_inventory_damageTrueWhen enabled, radiation-contaminated water damages items in a player’s inventory over time when in a radiation zone
radiation.water_loot_damageTrueWhen enabled, radiation-contaminated water damages loot containers over time when exposed to sufficient radiation
rhib.rhibpopulation0Population active on the server
sail.maxthrustmultiplier1
samsite.autoreloaddelay45Delay before SAM sites that haven’t shot a target will auto-reload
samsite.staticrepairseconds1200how long until static sam sites auto repair
santasleigh.altitudeaboveterrain50
santasleigh.desiredaltitude60
scraptransporthelicopter.population0Population active on the server
slotmachine.forcepayoutindex-1
smallengine.maxthrustmultiplier1
snowmobile.allowpassengeronlyFalseAllow mounting as a passenger when there’s no driver
snowmobile.allterrainFalseIf true, snowmobile goes fast on all terrain types
snowmobile.outsidedecayminutes1440How long before a snowmobile loses all its health while outside
solarpanel.sunupdatebudgetms0.05Yes
telephonemanager.maxcalllength120Maximum duration in seconds a telephone call can remain active before it is automatically terminated
telephonemanager.maxconcurrentcalls10Maximum number of simultaneous active telephone calls allowed on the server at any time
territory.hexsize50Hex cell size in metres (centre to corner). Changing it rebuilds the grid and wipes ownership
territory.offsetx0Shifts the whole territory grid east/west in metres. Painted cells move with it
territory.offsetz0Shifts the whole territory grid north/south in metres. Painted cells move with it
traincarunloadable.decayminutesafterunload10How long before an unloadable train car despawns afer being unloaded
traincouplingcontroller.max_couple_speed9Maximum difference in velocity for train cars to couple
triggerbase.useexcludelayersFalseWhen enabled, triggers use an exclude layer mask to filter out specific physics layers from trigger detection; toggling clears or sets all active triggers
triggerboatmagnet.boatmagnetsenabledTrueWhen enabled, boat building station magnets are active and will magnetically attract compatible boat building blocks into position
triggerparent.allowtriggersleepingTrueAllow triggers to sleep if both they and their contents are stationary (TickMode 1 only)
triggerparent.sleeping_trigger_mask_epsilon0.001world units a trigger can move in WS before it is woken
triggerparent.tickmode10 - old InvokeHandler, 1 - Jobs
triggerparentdelayedexit.disable_delayed_exitFalseMakes TriggerParentDelayedExit act as a TriggerParent again
tugboat.tugcorpseseconds7200
tugboat.tugdecayminutes2160How long before a tugboat loses all its health while outside
tugboat.tugdecaystartdelayminutes1440How long until decay begins after the tugboat was last used
tutorialisland.enforcetrespasschecksTrueYes
tutorialisland.overridetutoriallocation(0.00, 0.00, 0.00)Will place the tutorial as close as possible to this pos, only for debugging
tutorialisland.spawntutorialislandfornewplayerTrueYes
vendingmachine.max_history10000
vendingmachine.max_processed10000
vendingmachine.max_returned100
vinemountable.allowchainingTrue
watercatcher.forceenableconditionalspawningFalseDebug flag to force enable conditional spawning for all water catchers, regardless of their individual settings.
watercatcher.oilproductionstartdelay900YesHow long in seconds an oil pump runs after its oil switch is activated before it starts producing crude.
watercatcher.watercatcherbudgetms0.1Yes
watertreatmentwatercatcher.evaporationperminute200Yes
watertreatmentwatertank.maxflowrateperminute1020Yes
watertreatmentwatertank.maximumpressure360Yes
watertreatmentwatertank.pressuredecayperminute1Yes
waypointrace.racetimeout900YesHow long a race can go until it times out (in seconds)
xmasdungeon.playerdetectrange30How far we detect players from our inside/outside
xmasdungeon.xmaslifetime1200How long each active dungeon should last before dying
xmasdungeon.xmaspopulation0Population active on the server