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 Do not publish it unredacted.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 Do not publish it unredacted.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 |
|---|---|---|
navstress.build_env Command · Server | View detailsBuild the synthetic stress field: args centerX centerZ halfExtent (defaults -140 140 50) | |
navstress.chase Command · Server | View detailsChase a sliding virtual target: args targetSpeed setDestinationHz | |
navstress.clear Command · Server | View detailsDespawn dummies and remove the field | |
navstress.envreport Command · Server | View detailsPrint the last environment build report | |
navstress.idle Command · Server | View detailsStop giving destinations and reset paths | |
navstress.killforeign Command · Server | View detailsKill every NPC with a RustNavMeshAgent that is not a navstress dummy | |
navstress.rebuildstorm Command · Server | View detailsAsync tile rebuilds under the field: args rebuildsPerSecond (0 stops) | |
navstress.refcompare Command · Server | View detailsReplay the scenario and compare against a recording: args name | |
navstress.refrecord Command · Server | View detailsRecord the reference trajectory scenario: args name | |
navstress.refresults Command · Server | View detailsPrint the last refpath result | |
navstress.setmode Command · Server | View detailsFlip all dummies between steering and normal mode without respawning | |
navstress.spawn Command · Server | View detailsSpawn stripped wolves: args count mode(steering|normal) canSwim canOpenDoors | |
navstress.stats Command · Server | View detailsPrint and reset tick statistics | |
navstress.wander Command · Server | View detailsRandom destinations forever: args intervalSeconds unreachableFraction | |
net.global_network_debug Variable · Server | View detailsToggle printing time taken to send all global entities to client when they connect | |
net.global_networked_bases Variable · Server | View detailsWhen enabled, base entities are networked to all clients regardless of distance; disabling restricts base updates to players within the normal visibility radius | |
net.limit_global_update_broadcast Variable · Server | View details(default) true = only broadcast to clients with global networking enabled, false = broadcast to every client regardless | |
net.network_group_debug Variable · Server | View detailsToggle checking network group bounds whenever an entity changes its network group | |
net.visdebug Variable · Server | View detailsWhen enabled, logs network visibility group changes to the server console, showing when entities enter or leave a player visibility radius | |
net.visibilityradiusdeepsea Variable · Server | View detailsNetwork visibility radius in grid cells used in the deep-sea zone; kept smaller than overworld to limit underwater entity update overhead | |
net.visibilityradiusfaroverride Variable · Server | View detailsOverrides the far network visibility radius in grid cells; -1 = use default; increase to send more distant entity updates to clients | |
net.visibilityradiusnearoverride Variable · Server | View detailsOverrides the near (high-priority) network visibility radius in grid cells; -1 = use default | |
networkprofiler.serverprofile Command · Server | View detailsnetworkprofiler.serverprofile [time to profile(in seconds), min(0.1), max(1000), float] | |
nexus.broadcast_ping Command · Server | View detailsSends a ping to all Nexus servers in the cluster simultaneously and prints individual round-trip times | |
nexus.clanclatbatchduration Variable · Server | View detailsMaximum duration in seconds to batch clan chat messages to send to other servers on the nexus | |
nexus.defaultzonecontactradius Variable · Server | View detailsDefault distance between zones to allow boat travel, if map.contactRadius isn't set in the nexus (uses normalized coordinates) | |
nexus.endpoint Variable · Server + client | View detailsURL endpoint to use for the Nexus API Technical attributes — these are not permissions:
| |
nexus.hidefullislands Variable · Server | View detailsHide islands that we know are full, preventing players from being transferred to them | |
nexus.islandspawndistance Variable · Server | View detailsHow far away islands should be spawned, as a factor of the map size | |
nexus.loadingtimeout Variable · Server | View detailsTime in seconds to keep players in the loading state before going to sleep | |
nexus.logging Variable · Server + client | View detailsWhen enabled, logs all Nexus zone transfer and communication events to the server console; useful for debugging cross-server player transfers Technical attributes — these are not permissions:
| |
nexus.mapimagescale Variable · Server | View detailsScale of the map to render and upload to the nexus | |
nexus.messagelockduration Variable · Server | View detailsTime in seconds to allow the server to process nexus messages before re-sending (requires restart) | |
nexus.ping Command · Server | View detailsSends a ping to a specific Nexus server by name and prints the round-trip latency; used for testing inter-server connectivity | |
nexus.pinginterval Variable · Server | View detailsTime in seconds to wait between server status pings | |
nexus.playermanifestinterval Variable · Server | View detailsInterval in seconds to broadcast the player manifest to other servers on the nexus | |
nexus.playeronline Command · Server | View detailsChecks whether the named or Steam-ID-specified player is currently online on any server in the Nexus cluster | |
nexus.protectionduration Variable · Server | View detailsMaximum time in seconds to keep transfer protection enabled on entities | |
nexus.refreshislands Command · Server | View detailsForces a refresh of the Nexus island layout, re-querying the zone controller for current island assignments | |
nexus.rpctimeoutmultiplier Variable · Server | View detailsMultiplier for nexus RPC timeout durations in case we expect different latencies |
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 ↗