List connected players
Shows player names, Steam64 IDs, connection times and network information.
global.statusThe output includes player IP addresses. Do not publish it unredacted.
Copy useful server administration examples or search the complete vanilla command and variable registry.
Search for a command in the full registry ↓Run these in the server console or an RCON client, not directly in F1. Replace <STEAM64_ID> with the player’s ID before running a command.
Shows player names, Steam64 IDs, connection times and network information.
global.statusThe output includes player IP addresses. Do not publish it unredacted.
Writes the current world and player save without stopping the server.
server.saveThis is not an off-server backup and does not save plugin configuration files.
Disconnects the connected player and displays the reason. It does not ban them.
global.kick <STEAM64_ID> "Rule violation"Check the Steam64 ID; the player can reconnect afterwards.
Adds a ban by Steam64 ID, including when that player is offline.
global.banid <STEAM64_ID> "Player name" "Rule violation"Permanent ban: verify the account. Run server.writecfg afterwards to persist it.
Removes this Steam64 ID from the server’s ban list.
global.unban <STEAM64_ID>Run server.writecfg afterwards to persist the updated ban list.
Gives this account Rust auth level 2 and saves the owner entry.
global.ownerid <STEAM64_ID>Only for trusted administrators. A player issuing it needs auth level 2.
Removes and saves the owner entry; a connected player loses their admin flag.
global.removeowner <STEAM64_ID>Do not remove your only owner unless you still have server-console access.
Writes supported console settings to cfg/serverauto.cfg and saves the user/ban list.
server.writecfgThis writes current values; it does not export Oxide or Carbon plugin JSON files.
Registry from the vanilla server installed on 20 Sept 2026. Native descriptions are in English; this is not the complete current client F1 command list.
An access flag does not mean a command is safe. Back up your server before changing the world or shutting it down.
2,230 results
| Name and context | Registered access | Details |
|---|---|---|
adventcalendar.overrideadventcalendarday Variable · Server | View detailsNo description is supplied in the registry. | |
adventcalendar.overrideadventcalendarmonth Variable · Server | View detailsNo description is supplied in the registry. | |
ai.accuratevisiondistance Variable · Server | View detailsWhen enabled, vision distance checks use per-bone raycasts for accuracy; disable to use a single origin ray for performance | |
ai.addignoreplayer Command · Server | View detailsAdd a player (or command user if no player is specified) to the AIs ignore list. | |
ai.aimedatangle Variable · Server | View detailsThe angle under which the AI will think it's being aimed at at by a player | |
ai.aizonestats Command · Server | View detailsPrints the total count of registered AIInformationZone instances on the server | |
ai.animal_ignore_food Variable · Server | View detailsIf animal_ignore_food is true, animals will not sense food sources or interact with them (server optimization). (default: true) | |
ai.brainstats Command · Server | View detailsPrints the current count of active animal, scientist, pet, and new NPC2 brain instances on the server | |
ai.clearignoredplayers Command · Server | View detailsRemove all players from the AIs ignore list. | |
ai.defaultinterpolationdelay Variable · Server | View detailsDefault network interpolation delay in seconds applied to NPC entity movement; lower values reduce visual lag at the cost of jitter on unstable connections | |
ai.designingenabled Variable · Server + client | View detailsNo description is supplied in the registry. Technical attributes — these are not permissions:
| |
ai.effectaiweapons Variable · Server | View detailsWhen enabled, AI weapons deal real damage when fired; disable to make NPC weapons harmless for testing AI behaviour safely | |
ai.frametime Variable · Server | View detailsTarget frame time budget in seconds for AI tick processing; default is 5s in production (1s in editor) to cap CPU usage per AI frame | |
ai.groups Variable · Server | View detailsWhen enabled, AI group logic is active allowing NPCs to coordinate as squads; disable to make all NPCs act as independent individuals | |
ai.ignoreplayers Variable · Server | View detailsWhen enabled, AI entities ignore player presence and will not target or react to players; useful for building/testing without NPC interference | |
ai.killanimals Command · Server | View detailsKills all animal NPCs and animal NPC2 entities currently on the server | |
ai.killscientists Command · Server | View detailsKills all scientist NPCs, tunnel dwellers, and non-animal NPC2 entities currently on the server | |
ai.logissues Variable · Server | View detailsWhen enabled, logs AI-related warnings and issues to the server console; useful for diagnosing pathfinding and brain errors | |
ai.move Variable · Server | View detailsWhen enabled, AI entities move toward their NavMesh destinations; disable to freeze NPC movement while keeping brain logic running | |
ai.nav_carve_height Variable · Server | View detailsThe height of the carve volume. (default: 2) | |
ai.nav_carve_min_base_size Variable · Server | View detailsThe minimum size we allow a carving volume to be. (default: 2) | |
ai.nav_carve_min_building_blocks_to_apply_optimization Variable · Server | View detailsThe minimum number of building blocks a building needs to consist of for this optimization to be applied. (default: 25) | |
ai.nav_carve_size_multiplier Variable · Server | View detailsThe size multiplier applied to the size of the carve volume. The smaller the value, the tighter the skirt around foundation edges, but too small and animals can attack through walls. (default: 4) | |
ai.nav_carve_use_building_optimization Variable · Server | View detailsIf nav_carve_use_building_optimization is true, we attempt to reduce the amount of navmesh carves for a building. (default: false) | |
ai.navthink Variable · Server | View detailsWhen enabled, AI entities update their NavMesh agent destinations each tick; disable to freeze AI movement while keeping brain logic running | |
ai.npc_alertness_drain_rate Variable · Server | View detailsnpc_alertness_drain_rate define the rate at which we drain the alertness level of an NPC when there are no enemies in sight. (Default: 0.01) | |
ai.npc_alertness_to_aim_modifier Variable · Server | View detailsThis is multiplied with the current alertness (0-10) to decide how long it will take for the NPC to deliberately miss again. (default: 0.33) | |
ai.npc_alertness_zero_detection_mod Variable · Server | View detailsnpc_alertness_zero_detection_mod define the threshold of visibility required to detect an enemy when alertness is zero. (Default: 0.5) | |
ai.npc_check_spawner_is_on_navmesh Variable · Server | View detailsWhen enabled, NPC spawn points are validated to ensure they are on a valid NavMesh position before spawning; prevents NPCs from spawning in unreachable locations | |
ai.npc_cover_compromised_cooldown Variable · Server | View detailsnpc_cover_compromised_cooldown defines how long a cover point is marked as compromised before it's cleared again for selection. (default: 10) | |
ai.npc_cover_info_tick_rate_multiplier Variable · Server | View detailsThe rate at which we gather information about available cover points. Minimum value is 1, as it multiplies with the tick-rate of the fixed AI tick rate of 0.1 (Default: 20) | |
ai.npc_cover_path_vs_straight_dist_max_diff Variable · Server | View detailsnpc_cover_path_vs_straight_dist_max_diff defines what the maximum difference between straight-line distance and path distance can be when evaluating cover points. (default: 2) | |
ai.npc_cover_use_path_distance Variable · Server | View detailsIf npc_cover_use_path_distance is set to true then npcs will look at the distance between the cover point and their target using the path between the two, rather than the straight-line distance. | |
ai.npc_deliberate_hit_randomizer Variable · Server | View detailsThe percentage away from a maximum miss the randomizer is allowed to travel when shooting to deliberately hit the target (we don't want perfect hits with every shot). (default: 0.85f) | |
ai.npc_deliberate_miss_offset_multiplier Variable · Server | View detailsThe offset with which the NPC will maximum miss the target. (default: 1.25) | |
ai.npc_deliberate_miss_to_hit_alignment_time Variable · Server | View detailsThe time it takes for the NPC to deliberately miss to the time the NPC tries to hit its target. (default: 1.5) | |
ai.npc_door_trigger_size Variable · Server | View detailsnpc_door_trigger_size defines the size of the trigger box on doors that opens the door as npcs walk close to it (default: 1.5) | |
ai.npc_enable Variable · Server | View detailsIf npc_enable is set to false then npcs won't spawn. (default: true) | |
ai.npc_families_no_hurt Variable · Server | View detailsIf npc_families_no_hurt is true, npcs of the same family won't be able to hurt each other. (default: true) | |
ai.npc_gun_noise_silencer_modifier Variable · Server | View detailsThe modifier by which a silencer reduce the noise that a gun makes when shot. (Default: 0.15) |
Native Facepunch files installed on 20 Sept 2026 · build 25353106 · 2,230 entries.
This is a vanilla server registry. It does not include plugin-added commands, every launch argument or every client command. Effective values and secrets are not read.
Facepunch documentation ↗