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 Do not publish it unredacted.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 Do not publish it unredacted.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 |
|---|---|---|
server.maxpacketspersecond Variable · Server | View detailsGlobal cap on total network packets per second the server will accept across all connected clients combined | |
server.maxpacketspersecond_command Variable · Server | View detailsMaximum console command packets per second accepted from each client; rate-limits how quickly clients can send commands to the server | |
server.maxpacketspersecond_rpc Variable · Server | View detailsMaximum RPC (Remote Procedure Call) packets per second accepted from each client; limits how fast clients can trigger server-side actions | |
server.maxpacketspersecond_rpc_signal Variable · Server | View detailsMaximum RPC signal packets per second accepted from each client; signal RPCs are lightweight event triggers used for interactions | |
server.maxpacketspersecond_syncvar Variable · Server | View detailsMaximum sync-var (replicated variable) update packets per second accepted from each client | |
server.maxpacketspersecond_tick Variable · Server | View detailsMaximum tick-update packets per second accepted from each client; these carry player inputs and must stay within this rate to be processed | |
server.maxpacketspersecond_voice Variable · Server | View detailsMaximum voice chat packets per second accepted from each client; reducing this limits voice bandwidth usage per player | |
server.maxpacketspersecond_world Variable · Server | View detailsMaximum world-state update packets per second accepted from each individual client; prevents flooding the server with position spam | |
server.maxplayers Variable · Server | View detailsMaximum number of players allowed on the server at the same time Technical attributes — these are not permissions:
| |
server.maxreadqueuebytes Variable · Server | View detailsMaximum total byte size of the incoming read queue; excess bytes are dropped to prevent memory exhaustion from a flood of large packets | |
server.maxreadqueuelength Variable · Server | View detailsMaximum number of packets that can be queued in the incoming read queue; excess packets are dropped to prevent memory exhaustion | |
server.maxreadthreadwait Variable · Server | View detailsMaximum milliseconds the dedicated read thread will block waiting for incoming data before timing out (clamped 1-1000) | |
server.maxreceivetime Variable · Server | View detailsMaximum milliseconds the network receive thread is allowed to run per frame; increase if players report missed packets on high-population servers (clamped 10-1000) | |
server.maxunack Variable · Server | View detailsMaximum number of unacknowledged network messages per connection before the server starts applying backpressure to that client | |
server.maxwritequeuebytes Variable · Server | View detailsMaximum total byte size of the outgoing write queue; if the queue fills the oldest packets are dropped | |
server.maxwritequeuelength Variable · Server | View detailsMaximum number of packets that can be queued in the outgoing write queue; excess packets are dropped when the queue is full | |
server.maxwritethreadwait Variable · Server | View detailsMaximum milliseconds the dedicated write thread will block waiting to send data before timing out (clamped 1-1000) | |
server.meleearmor Variable · Server | View detailsGlobal multiplier for armour effectiveness against melee damage; 1.0 = default, values above 1.0 make armour stronger against melee Technical attributes — these are not permissions:
| |
server.meleedamage Variable · Server | View detailsGlobal multiplier for all melee weapon damage dealt; 1.0 = default, 2.0 = double damage, 0.5 = half damage Technical attributes — these are not permissions:
| |
server.metabolismtick Variable · Server | View detailsMultiplier for player metabolism tick frequency; lower values slow down hunger, thirst and calorie consumption rates | |
server.modifiertickrate Variable · Server | View detailsRate multiplier for status effect (buff/debuff) ticks; lower values slow all active modifiers such as poison, radiation sickness and warmth | |
server.monumentpuzzleresetradiation Variable · Server | View detailsAllows radiation to flood monuments to force puzzles to reset | |
server.monumentpuzzleresetradiationamount Variable · Server | View detailsRadiation damage per second applied to players inside a monument during its puzzle-reset radiation phase | |
server.monumentpuzzleresetradiationmaxradiusincrease Variable · Server | View detailsClamp radiation multiplier to this amount of meters, -1 = ignored | |
server.monumentpuzzleresetradiationoverride Variable · Server | View detailsForce enable radiation in monument puzzles to confirm they work | |
server.monumentpuzzleresetradiationplayeremptytime Variable · Server | View detailsHow long does a monument puzzle need to be empty with full rads before it can reset | |
server.monumentpuzzleresetradiationpreresettime Variable · Server | View detailsHow long before the reset happens do we start applying radiation | |
server.monumentpuzzleresetradiationradiusmultiplier Variable · Server | View detailsMultiplier applied to a monument's normal radiation radius when the puzzle-reset radiation cloud is active; default 1.5x expands the zone beyond its usual boundary | |
server.monumentpuzzleresetwarnings Variable · Server | View detailsWhen enabled, chat warnings are broadcast to players inside a monument shortly before its puzzle-reset radiation begins Technical attributes — these are not permissions:
| |
server.motd Variable · Server + client | View detailsNo description is supplied in the registry. Technical attributes — these are not permissions:
| |
server.netcache Variable · Server | View detailsEnables server-side network caching of entity state; when enabled only deltas are sent per update rather than the full entity data, significantly reducing bandwidth | |
server.netcachesize Variable · Server | View detailsMaximum byte size of the network entity cache; 0 means no hard limit | |
server.netlog Variable · Server | View detailsEnables low-level network activity logging on the server; produces verbose output useful for diagnosing connection and packet issues | |
server.netprotocol Command · Server | View detailsReturns the network protocol identifier string the server is currently using; clients must match this to connect | |
server.nonplanterdeathchancepertick Variable · Server | View detailsProbability (0-1) per growth tick that a plant growing outside a planter box will die; default 0.005 means a 0.5% chance each tick Technical attributes — these are not permissions:
| |
server.normalisedfoodspoiltimestackthreshold Variable · Server | View detailsIf two spoiled food items are both above this threshold then we will allow them to be stacked | |
server.npcammolootmultiplier Variable · Server | View detailsAll ammo drops from NPC loot will be multiplied by this Technical attributes — these are not permissions:
| |
server.npccorpsedespawn Variable · Server | View detailsSeconds before a NPC corpse is removed from the world; default is 600 seconds (10 minutes) | |
server.occlusiongatherbatchplayercount Variable · Server | View detailsUsePlayerUpdateJobs 4 related - how many players to gather occlusion pairs for per task | |
server.official Variable · Server | View detailsMarks this as an official Facepunch server; only set by Facepunch - do not enable on community servers |
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 ↗