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 Do not publish it unredacted.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 Do not publish it unredacted.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 |
|---|---|---|
spawn.player_scale Variable · Server | View detailsMultiplier applied to group spawn rates based on current player count relative to player_base; higher values cause more group spawns as the server fills up | |
spawn.population_cap_rate Variable · Server | View detailsWhen scaling loot respawn rates by population, this will be considered the 'max' population, preventing loot speeding up if player counts are above this | |
spawn.report Command · Server | View detailsPrints a spawn handler report listing all populations, their current count, target count, and fill percentage; pass true for detailed mode or a name filter as a second argument | |
spawn.reset_groups Command · Server | View detailsClears all spawn groups of already spawned entities, then re-fills them | |
spawn.respawn_groups Variable · Server | View detailsWhen enabled, spawn groups (monument NPCs, timed event spawners) will respawn their entities after they are cleared | |
spawn.respawn_individuals Variable · Server | View detailsWhen enabled, individually tracked entities (e.g. specific persistent NPCs) will respawn after a delay when destroyed | |
spawn.respawn_populations Variable · Server | View detailsWhen enabled, population spawners (animals, NPCs, resources) will respawn entities over time as they are killed or harvested | |
spawn.respawnloot_all Command · Server | View detailsRespawns loot in all loot containers currently on the server | |
spawn.respawnloot_lookingat Command · Server | View detailsRespawns loot in the loot container currently being looked at | |
spawn.respawnloot_radius Command · Server | View detailsRespawns loot in all loot containers within the given radius | |
spawn.scalars Command · Server | View detailsPrints a table of current spawn scalar values including player fraction, excess, population rate, density, and group rate; pass --json for machine-readable output | |
spawn.simulate_loot Command · Server | View details<iterations> - Simulates a number of iterations on the closest loot container and sums up the items spawned | |
spawn.svshielddummy Command · Server | View detailsServer-side handler that spawns a dummy player entity at the given position and direction loaded with the Shields loadout, optionally holstering the shield; triggered by spawn.shielddummy | |
spawn.tick_individuals Variable · Server | View detailsInterval in seconds between individual entity respawn ticks; controls how frequently the server checks for and respawns dead individual entities | |
spawn.tick_populations Variable · Server | View detailsInterval in seconds between population spawn ticks; lower values cause populations to refill faster but increase server CPU load | |
stability.accuracy Variable · Server | View detailsFloating-point tolerance used when comparing stability values during propagation; smaller values are more precise but can cause more recalculations | |
stability.collapse Variable · Server | View detailsStability value below which a building block is considered unsupported and will collapse; default 0.05 means blocks below 5% support fall | |
stability.log_ground_missing_death Variable · Server | View detailsWhen enabled, logs when entities die because their ground support entity was destroyed or is missing | |
stability.log_stability_death Variable · Server | View detailsWhen enabled, logs each entity death caused by a stability collapse to the server console with position and prefab name | |
stability.log_stability_updates Variable · Server | View detailsWhen enabled, logs every stability value change during propagation; very verbose, use only for targeted debugging | |
stability.refresh_stability Command · Server | View detailsForces an immediate recalculation of stability for all building blocks in the world; expensive on large bases | |
stability.stabilityqueue Variable · Server | View detailsMaximum time in seconds that stability update jobs can run per server tick before being deferred to the next tick | |
stability.strikes Variable · Server | View detailsNumber of stability propagation iterations performed per tick; higher values resolve complex multi-block stability chains faster at the cost of CPU time | |
stability.surroundingsqueue Variable · Server | View detailsMaximum time in seconds that surrounding-support check jobs can run per server tick before deferral | |
stability.verbose Variable · Server | View detailsVerbosity level for stability system logging; 0 = silent, higher values print more detail about stability calculations and propagation | |
stag.population Variable · Server | View detailsPopulation active on the server, per square km Technical attributes — these are not permissions:
| |
stash.reveal_tick_rate Variable · Server | View detailsInterval in seconds between player-detection ticks for the stash container reveal mechanic; registered as stash.reveal_tick_rate | |
steam.server_allow_steam_nicknames Variable · Server + client | View detailsNo description is supplied in the registry. Technical attributes — these are not permissions:
| |
storagecontainer.canrequireauthifnolock Variable · Server | View detailsWhen enabled, storage containers without a lock can still require tool cupboard auth to access; default false | |
storagecontainer.corpseitemssavedpercent Variable · Server | View detailsFraction of items preserved when a storage container spawns a death corpse; 0.5 = 50% of items survive the container death | |
storagecontainer.dropcorpseondeath Variable · Server | View detailsWhen enabled, storage containers that die spawn a loot corpse containing their items; when false items are destroyed | |
supply.call Command · Server | View detailsCalls in a supply drop to a specific grid coordinate or position; useful for testing supply crate loot tables and airdrop pathing | |
supply.drop Command · Server | View detailsSpawns a supply drop at the calling admin or player position; the drop falls from the sky with a parachute like a naturally occurring airdrop | |
system.cpu_affinity Command · Server | View detailsSets the CPU core affinity mask for the process using comma-separated core indices or dash-separated ranges (e.g. 0,2-5) | |
system.cpu_priority Command · Server | View detailsSets the OS process priority class (belownormal, normal, abovenormal, high); Idle and Realtime are blocked; not supported on OSX | |
telephonemanager.maxcalllength Variable · Server | View detailsMaximum duration in seconds a telephone call can remain active before it is automatically terminated | |
telephonemanager.maxconcurrentcalls Variable · Server | View detailsMaximum number of simultaneous active telephone calls allowed on the server at any time | |
telephonemanager.printallphones Command · Server | View detailsPrints a table of all registered telephone entities showing their number, directory name, and world position | |
territory.clear Command · Server | View detailsClear all territory ownership | |
territory.createfaction Command · Server | View detailsCreate a faction, or recolour an existing one: territory.createfaction <name> <html colour, e.g. #FF0000 or #FF0000B0> |
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 ↗