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 Do not publish it unredacted.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 Do not publish it unredacted.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 |
|---|---|---|
pool.clear_prefabs Command · Server | View detailsClears all cached prefab instances from the prefab pool matching the optional filter, across client, server, and generic pools | |
pool.debug Variable · Server | View detailsWhen enabled, logs additional diagnostic information about pool hits, misses, and spills to the console | |
pool.enabled Variable · Server | View detailsWhen enabled, this system is globally active; disable to deactivate the system for the current session | |
pool.export_prefabs Command · Server | View detailsExports the current prefab pool contents to a prefabs.csv file listing pool ID, prefab short name, and instance count | |
pool.fill_prefabs Command · Server | View detailsPre-warms the prefab pool by instantiating and pooling prefabs matching the optional filter up to the given count override | |
pool.mode Variable · Server | View detailsWhen enabled, object pools are pre-allocated at startup to avoid first-use latency; increases startup time but reduces runtime GC stutter | |
pool.prewarm Variable · Server | View detailsWhen enabled, object pools are pre-allocated at startup to avoid first-use latency; increases startup time but reduces runtime GC stutter | |
pool.print_arraypool Command · Server | View detailsPrints a usage report for the BaseNetwork and ProtocolParser array pools, showing bucket sizes, capacities, and hit/miss stats | |
pool.print_assets Command · Server | View detailsPrints a table of all asset pool entries showing asset type, current pooled count, and pool capacity | |
pool.print_memory Command · Server | View detailsPrints a table of all object pool entries showing type, capacity, active count, peak usage, hit/miss counts, and spill counts; supports --json | |
pool.print_prefabs Command · Server | View detailsPrints a table of all prefab pool entries showing prefab name, miss count, current count, target capacity, and push/pop counts; supports --json | |
pool.reset_max_pool_counter Command · Server | View detailsResets the peak-usage high-water-mark counter for all pools, allowing fresh measurement of maximum pool demand | |
pool.usemutexpool Variable · Server | View detailsWhether to use original pool implementation (slower, but tested). Default is false | |
pooltable.debug_pool Variable · Server + client | View detailsNo description is supplied in the registry. Technical attributes — these are not permissions:
| |
pooltable.idle_reset_seconds Variable · Server | View detailsAnyone can reset a pool game nobody has interacted with for this many seconds | |
pooltable.physics_update_rate Variable · Server + client | View detailsNo description is supplied in the registry. Technical attributes — these are not permissions:
| |
pooltable.show_tooltips Variable · Server | View detailsShow pool game tooltip notifications Technical attributes — these are not permissions:
| |
pooltable.watch_after_shot_seconds Variable · Server | View detailsSeconds the shooter stays seated watching their shot before being dismounted | |
powergrid.enabled Variable · Server + client | View detailsNo description is supplied in the registry. Technical attributes — these are not permissions:
| |
powergrid.fusefulldecaycount Variable · Server | View detailsHow 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. Technical attributes — these are not permissions:
| |
powergrid.fuselifespanseconds Variable · Server | View detailsHow 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. Technical attributes — these are not permissions:
| |
powergrid.fuseslowdecayfractionmax Variable · Server | View detailsMaximum fraction (0-1) of the full decay rate applied to heavy fuses that aren't one of the worst fuseFullDecayCount. See fuseSlowDecayFractionMin. Technical attributes — these are not permissions:
| |
powergrid.fuseslowdecayfractionmin Variable · Server | View detailsMinimum 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. Technical attributes — these are not permissions:
| |
powergrid.fusestatus Command · Server | View detailsNo description is supplied in the registry. | |
powergrid.greenrecyclerfullefficiencystage Variable · Server + client | View detailsNo description is supplied in the registry. Technical attributes — these are not permissions:
| |
powergrid.marketplacechargecapacity Variable · Server | View detailsCharge 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. Technical attributes — these are not permissions:
| |
powergrid.marketplacechargeperfuse Variable · Server | View detailsCharge a drone marketplace gains every second for each heavy fuse inserted at the power plant, once there are at least marketplaceMinimumFusesToCharge of them. Technical attributes — these are not permissions:
| |
powergrid.marketplacedrainrate Variable · Server | View detailsCharge 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. Technical attributes — these are not permissions:
| |
powergrid.marketplaceminimumfusestocharge Variable · Server | View detailsHeavy 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. Technical attributes — these are not permissions:
| |
powergrid.marketplacerequiredchargefraction Variable · Server | View detailsFraction (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. Technical attributes — these are not permissions:
| |
powergrid.powerlinebasepoweroutput Variable · Server | View detailsStarting power output of powerline poles when 1 heavy fuse is inserted at the power plant. Technical attributes — these are not permissions:
| |
powergrid.powerlinemaxpoweroutput Variable · Server | View detailsPower output of powerline poles when all possible heavy fuses are inserted at the power plant. Technical attributes — these are not permissions:
| |
powergrid.simulatepowerplantfuses Variable · Server | View detailsNo description is supplied in the registry. | |
powergrid.stagechangeworkqueuebudget Variable · Server | View detailsMax time per frame (ms) to spend notifying powergrid entities of a stage change. Technical attributes — these are not permissions:
| |
powergrid.stagechangeworkqueuedelaybetweenjobs Variable · Server | View detailsTime 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 Technical attributes — these are not permissions:
| |
powergrid.stagechangeworkqueuegroupjobsdistance Variable · Server | View detailsIf 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) Technical attributes — these are not permissions:
| |
powergrid.status Command · Server | View detailsNo description is supplied in the registry. | |
profile.command_lagspike_threshold Variable · Server | View detailsNo description is supplied in the registry. | |
profile.countsyncmoveentities Command · Server | View detailsCounts and prints all entities that use synchronous movement updates grouped by prefab, helping identify expensive per-frame entity movers | |
profile.dump_profile_recorders Command · Server | View detailsDumps all available Unity Profiler recorder handles to CSV format showing name, category, unit type, and flags; useful for discovering available performance metrics |
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 ↗