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 Do not publish it unredacted.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 Do not publish it unredacted.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.showdistributions Command · Server | View detailsEditor-only: teleports the caller to a top-down view, fills NPC populations, then draws DDraw labels and lines showing each NPC category and closest neighbour | |
ai.showstate Command · Server | View detailsNo description is supplied in the registry. | |
ai.sleepwake Variable · Server | View detailsWhen enabled, AI information zones can sleep inactive NPCs and wake them when players approach; disable to keep all NPCs awake at all times | |
ai.sleepwakestats Command · Server | View detailsPrints statistics about AI sleeping zones: how many zones are sleepable, how many are sleeping, and the total count of sleeping entities | |
ai.smokegrenadenpcradius Variable · Server | View detailsRadius in metres within which a thrown smoke grenade suppresses NPC vision and targeting | |
ai.spliceupdates Variable · Server | View detailsWhen enabled, AI updates are spliced across multiple frames to spread CPU cost; disable to run all AI updates synchronously every tick | |
ai.think Variable · Server | View detailsWhen enabled, AI entities run their brain Think() logic each tick; disable to freeze all AI decision-making while leaving entities in place | |
ai.tickrate Variable · Server | View detailsNumber of AI think ticks per second; default is 5 (every 200ms); higher values make AI more responsive at higher CPU cost | |
ai.usecalculatepath Variable · Server | View detailsWhen enabled, NavMesh path calculation uses the full CalculatePath API; disable to use the simpler SetDestination fallback only | |
ai.usegrid Variable · Server | View detailsWhen enabled, AI uses the spatial grid for entity queries; disable to fall back to brute-force entity iteration for debugging spatial query issues | |
ai.usesetdestinationfallback Variable · Server | View detailsWhen enabled, falls back to SetDestination if CalculatePath fails to find a valid path to the target | |
ai.wakesleepingai Command · Server | View detailsWakes all currently sleeping AI information zones, forcing all sleeping NPCs within them to become active; reports zones and entity counts woken | |
ai.watchedangle Variable · Server | View detailsThe angle under which the AI will think it's being watched by another entity | |
aibrainsenses.humanknownplayerslosupdateinterval Variable · Server | View detailsInterval in seconds between line-of-sight update ticks for human-type NPCs tracking known player positions | |
aibrainsenses.knownplayerslosupdateinterval Variable · Server | View detailsInterval in seconds between line-of-sight update ticks for all NPC types tracking known player positions | |
aibrainsenses.updateinterval Variable · Server | View detailsInterval in seconds between full AI brain senses update ticks; controls how frequently NPCs refresh their awareness of surroundings | |
aiinformationzone.usesimpleloscheck Variable · Server | View detailsNo description is supplied in the registry. | |
aimanager.ai_dormant Variable · Server | View detailsIf ai_dormant is true, any npc outside the range of players will render itself dormant and take up less resources, but wildlife won't simulate as well. | |
aimanager.ai_dormant_max_wakeup_per_tick Variable · Server | View detailsai_dormant_max_wakeup_per_tick defines the maximum number of dormant agents we will wake up in a single tick. (default: 30) | |
aimanager.ai_htn_animal_tick_budget Variable · Server | View detailsai_htn_animal_tick_budget defines the maximum amount of milliseconds ticking htn animal agents are allowed to consume. (default: 4 ms) | |
aimanager.ai_htn_player_junkpile_tick_budget Variable · Server | View detailsai_htn_player_junkpile_tick_budget defines the maximum amount of milliseconds ticking htn player junkpile agents are allowed to consume. (default: 4 ms) | |
aimanager.ai_htn_player_tick_budget Variable · Server | View detailsai_htn_player_tick_budget defines the maximum amount of milliseconds ticking htn player agents are allowed to consume. (default: 4 ms) | |
aimanager.ai_htn_use_agency_tick Variable · Server | View detailsIf ai_htn_use_agency_tick is true, the ai manager's agency system will tick htn agents at the ms budgets defined in ai_htn_player_tick_budget and ai_htn_animal_tick_budget. If it's false, each agent registers with the invoke system individually, with no frame-budget restrictions. (default: true) | |
aimanager.ai_to_player_distance_wakeup_range Variable · Server | View detailsIf an agent is beyond this distance to a player, it's flagged for becoming dormant. | |
aimanager.nav_disable Variable · Server | View detailsIf set to true the navmesh won't generate.. which means Ai that uses the navmesh won't be able to move | |
aimanager.nav_obstacles_carve_state Variable · Server | View detailsnav_obstacles_carve_state defines which obstacles can carve the terrain. 0 - No carving, 1 - Only player construction carves, 2 - All obstacles carve. | |
aimanager.nav_wait Variable · Server | View detailsIf true we'll wait for the navmesh to generate before completely starting the server. This might cause your server to hitch and lag as it generates in the background. | |
aimanager.pathfindingiterationsperframe Variable · Server | View detailsThe maximum amount of nodes processed each frame in the asynchronous pathfinding process. Increasing this value will cause the paths to be processed faster, but can cause some hiccups in frame rate. Default value is 100, a good range for tuning is between 50 and 500. | |
aimanager.setdestination_navmesh_failsafe Variable · Server | View detailsIf set to true, npcs will attempt to place themselves on the navmesh if not on a navmesh when set destination is called. | |
aimountedweaponcontroller.burst_length Variable · Server | View detailsNo description is supplied in the registry. | |
aimountedweaponcontroller.fire_rate Variable · Server | View detailsNo description is supplied in the registry. | |
aimountedweaponcontroller.time_between_bursts Variable · Server | View detailsNo description is supplied in the registry. | |
airfieldairdropterminal.force_charge Command · Server | View detailsNo description is supplied in the registry. | |
airfieldairdropterminal.force_shortcircuit Command · Server | View detailsNo description is supplied in the registry. | |
airfieldcallchinookterminal.force_charge Command · Server | View detailsNo description is supplied in the registry. | |
airfieldcallchinookterminal.force_shortcircuit Command · Server | View detailsNo description is supplied in the registry. | |
aithinkmanager.animalframebudgetms Variable · Server | View detailsNo description is supplied in the registry. | |
aithinkmanager.framebudgetms Variable · Server | View detailsNo description is supplied in the registry. | |
aithinkmanager.petframebudgetms Variable · Server | View detailsNo description is supplied in the registry. | |
analytics.analytics_bulk_container_url Variable · Server | View detailsAzure blob container url for use with client secret authentication Technical attributes — these are not permissions:
|
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 ↗