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 Do not publish it unredacted.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 Do not publish it unredacted.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 |
|---|---|---|
ai.npc_htn_player_base_damage_modifier Variable · Server | View detailsBaseline damage modifier for the new HTN Player NPCs to nerf their damage compared to the old NPCs. (default: 1.15f) | |
ai.npc_htn_player_frustration_threshold Variable · Server | View detailsnpc_htn_player_frustration_threshold defines where the frustration threshold for NPCs go, where they have the opportunity to change to a more aggressive tactic. (default: 3) | |
ai.npc_ignore_chairs Variable · Server | View detailsIf npc_ignore_chairs is true, npcs won't care about seeking out and sitting in chairs. (default: true) | |
ai.npc_junkpile_dist_aggro_gate Variable · Server | View detailsnpc_junkpile_dist_aggro_gate define at what range (or closer) a junkpile scientist will get aggressive. (Default: 8) | |
ai.npc_junkpilespawn_chance Variable · Server | View detailsdefines the chance for scientists to spawn at NPC junkpiles. (Default: 0.1) | |
ai.npc_max_junkpile_count Variable · Server | View detailsnpc_max_junkpile_count define how many npcs can spawn into the world at junkpiles at the same time (does not include monuments) (Default: 30) | |
ai.npc_max_population_military_tunnels Variable · Server | View detailsnpc_max_population_military_tunnels defines the size of the npc population at military tunnels. (default: 3) | |
ai.npc_max_roam_multiplier Variable · Server | View detailsThis is multiplied with the max roam range stat of an NPC to determine how far from its spawn point the NPC is allowed to roam. (default: 3) | |
ai.npc_only_hurt_active_target_in_safezone Variable · Server | View detailsIf npc_only_hurt_active_target_in_safezone is true, npcs won't any player other than their actively targeted player when in a safe zone. (default: true) | |
ai.npc_patrol_point_cooldown Variable · Server | View detailsnpc_patrol_point_cooldown defines the cooldown time on a patrol point until it's available again (default: 5) | |
ai.npc_reasoning_system_tick_rate_multiplier Variable · Server | View detailsThe rate at which we tick the reasoning system. Minimum value is 1, as it multiplies with the tick-rate of the fixed AI tick rate of 0.1 (Default: 1) | |
ai.npc_respawn_delay_max_military_tunnels Variable · Server | View detailsnpc_respawn_delay_max_military_tunnels defines the maximum delay between spawn ticks at military tunnels. (default: 1920) | |
ai.npc_respawn_delay_min_military_tunnels Variable · Server | View detailsnpc_respawn_delay_min_military_tunnels defines the minimum delay between spawn ticks at military tunnels. (default: 480) | |
ai.npc_sensory_system_tick_rate_multiplier Variable · Server | View detailsThe rate at which we tick the sensory system. Minimum value is 1, as it multiplies with the tick-rate of the fixed AI tick rate of 0.1 (Default: 5) | |
ai.npc_spawn_on_cargo_ship Variable · Server | View detailsSpawn NPCs on the Cargo Ship. (default: true) | |
ai.npc_spawn_on_deep_sea_islands Variable · Server | View detailsSpawn NPCs on deep sea islands (default: false) | |
ai.npc_spawn_on_junkpile Variable · Server | View detailsSpawn NPCs on junkpiles (default: true) | |
ai.npc_spawn_per_tick_max_military_tunnels Variable · Server | View detailsnpc_spawn_per_tick_max_military_tunnels defines how many can maximum spawn at once at military tunnels. (default: 1) | |
ai.npc_spawn_per_tick_min_military_tunnels Variable · Server | View detailsnpc_spawn_per_tick_min_military_tunnels defineshow many will minimum spawn at once at military tunnels. (default: 1) | |
ai.npc_speed_crouch_run Variable · Server | View detailsnpc_speed_crouch_run define the speed of an npc when in the crouched run state, and should be a number between 0 and 1. (Default: 0.25) | |
ai.npc_speed_crouch_walk Variable · Server | View detailsnpc_speed_walk define the speed of an npc when in the crouched walk state, and should be a number between 0 and 1. (Default: 0.1) | |
ai.npc_speed_run Variable · Server | View detailsnpc_speed_walk define the speed of an npc when in the run state, and should be a number between 0 and 1. (Default: 0.4) | |
ai.npc_speed_sprint Variable · Server | View detailsnpc_speed_walk define the speed of an npc when in the sprint state, and should be a number between 0 and 1. (Default: 1.0) | |
ai.npc_speed_walk Variable · Server | View detailsnpc_speed_walk define the speed of an npc when in the walk state, and should be a number between 0 and 1. (Default: 0.18) | |
ai.npc_use_new_aim_system Variable · Server | View detailsIf npc_use_new_aim_system is true, npcs will miss on purpose on occasion, where the old system would randomize aim cone. (default: true) | |
ai.npc_use_thrown_weapons Variable · Server | View detailsIf npc_use_thrown_weapons is true, npcs will throw grenades, etc. This is an experimental feature. (default: true) | |
ai.npc_valid_aim_cone Variable · Server | View detailsnpc_valid_aim_cone defines how close their aim needs to be on target in order to fire. (default: 0.8) | |
ai.npc_valid_mounted_aim_cone Variable · Server | View detailsnpc_valid_mounted_aim_cone defines how close their aim needs to be on target in order to fire while mounted. (default: 0.92) | |
ai.npcbarksenabled Variable · Server + client | View detailsNo description is supplied in the registry. Technical attributes — these are not permissions:
| |
ai.npchealthmultiplier Variable · Server | View detailsGlobal health multiplier applied to all NPCs; 1.0 = normal, 2.0 = double health; useful for difficulty scaling without modifying individual NPC prefabs | |
ai.npcswimming Variable · Server | View detailsWhen enabled, NPCs can enter and swim in water; disable to prevent all NPCs from entering water bodies | |
ai.ocean_patrol_path_iterations Variable · Server | View detailsMaximum number of path-finding iterations used when calculating NPC ocean patrol routes; higher values produce better paths at more CPU cost | |
ai.printignoredplayers Command · Server | View detailsPrint a lost of all the players in the AI ignore list. | |
ai.printorkilloffnavscientists Command · Server | View detailsPrint a list of all scientists that are off the navmesh. Optionally kill them off by passing true as the first argument. | |
ai.removeignoreplayer Command · Server | View detailsRemove a player (or command user if no player is specified) from the AIs ignore list. | |
ai.scientist_spawners_enabled Variable · Server | View detailsDo any kind of scientists spawn on the map (default: true) | |
ai.selectnpclookatserver Command · Server | View detailsEditor-only: finds the NPC entity with the given network ID on the server and selects its game object in the Unity editor hierarchy | |
ai.sensetime Variable · Server | View detailsHow frequently in seconds the NPC sensory system updates its awareness of nearby entities; higher values reduce CPU cost but make NPCs slower to react | |
ai.setdestinationsamplenavmesh Variable · Server | View detailsWhen enabled, NavMesh destinations are sampled to the nearest valid NavMesh position before being set; prevents NPCs getting stuck off-mesh | |
ai.setnpcreactiontime Command · Server | View detailsThe time it takes for a NPC to fully notice a player standing right in front of them, in seconds. |
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 ↗