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Rust console commands list (every server command)

Every console command a Rust dedicated server knows, grouped by the part before the dot. Commands in the global group are typed without it: global.teleport is just teleport. This list comes straight from a Rust dedicated server (Rust build 25902425, read 2026-10-14), and it is refreshed after every Rust update.

Run a command in the server console, over RCON, or from the F1 console in game when you are an admin on that server. Admins means the player must be an owner or moderator on the server (ownerid or moderatorid); Server console and RCON commands cannot be typed by a player at all. The settings a server keeps (convars such as server.maxplayers) are on Rust server variables.

What to type for the jobs server owners do most. Replace the parts in angle brackets: a name is the player’s name as it shows in game, a SteamID is the 17-digit number from their Steam profile.

ToType
Turn off decaydecay.scale 0
Change the player limitserver.maxplayers 100
Make a player an admin (owner)ownerid <SteamID> "<name>"
Make a player a moderatormoderatorid <SteamID> "<name>"
Take admin awayremoveowner <SteamID>
Kick a playerkick <name> "<reason>"
Ban a player who is onlineban <name> "<reason>"
Ban by SteamIDbanid <SteamID> "<name>" "<reason>"
Lift a banunban <SteamID>
Mute a player in chatmute <name>
Teleport to a playerteleport <name>
Bring a player to youteleport2me <name>
Give yourself an iteminventory.give <shortname> <amount>
Give a player an iteminventory.giveto <name> <shortname> <amount>
Set the time of dayenv.time 12
Stop the rain (-1 hands weather back to the game)weather.rain 0
Turn on PvEserver.pve true
Make crafting instantcraft.instant true
Turn off monument radiationserver.radiation false
Message everyone in chatsay "<message>"
List the players onlinestatus
Save the world nowserver.save
Keep changed settings and admins after a restartserver.writecfg
Restart with a countdown and a messagerestart 60 "<message>"
CommandWho can run itWhat it does
global.add_wallpaper_radius <name/id> <radius> | Use print_wallpaper_skins for a list | 0 -> default, -1 -> randomAdmins<name/id> <radius> | Use print_wallpaper_skins for a list | 0 -> default, -1 -> random
global.adminui_deleteugccontentAdminsClears all UGC content (images, patterns) from the entity with the given network ID and notifies the IUGCBrowserEntity component
global.adminui_fullrefreshAdminsTriggers a full refresh of the admin UI by requesting the player list, server info, convars, and UGC list all at once
global.adminui_requestfireworkpatternAdminsSends the firework pattern design data for the specified pattern firework entity to the requesting admin client
global.adminui_requestplayerlistAdminsServer-side handler that serialises and sends the current player list to the requesting admin client for display in the admin UI
global.adminui_requestserverconvarsAdminsServer-side handler that collects all ServerAdmin+ShowInAdminUI convars and sends them to the admin client for editing via the admin UI
global.adminui_requestserverinfoAdminsServer-side handler that serialises and sends current server info (name, players, FPS, etc.) to the requesting admin client
global.adminui_requestugccontentAdminsServer-side handler that retrieves a specific UGC data blob by CRC, entity ID, and type and sends it to the requesting admin client
global.adminui_requestugclistAdminsServer-side handler that scans all entities for UGC content (images, patterns, vending names) and sends a serialised list to the admin client
global.applygenes <gene string>AdminsApplies the given genes (e.g. “YYYGGG”) to the clone/seed in your hands
global.authcountAdminsReturns all entities that the provided player is authed to (TC’s, locks, etc), supports —json
global.authradiusAdminsAuthorises the specified player (or caller if none given) to all tool cupboards within the given radius around them
global.authradius_multiAdminsAuthorises multiple specified players to all tool cupboards within the given radius around the calling admin
global.authradius_radiusAdminsFinds all players within playerRadius of the caller, then authorises each of them to TCs within authRadius of themselves
global.banAdminsban <player> <reason> [optional duration]
global.banidAdminsbanid <steamid> <username> <reason> [optional duration]
global.banlistAdminsList of banned users (sourceds compat)
global.banlistexAdminsList of banned users - shows reasons and usernames
global.bansAdminsList of banned users
global.breakclothingAdminsBreaks all equipped clothing items currently worn by the calling player, reducing their condition to zero
global.breakitemAdminsReduces the condition of all items in the calling player inventory whose short name matches the given string to zero, breaking them
global.buildinfoAdminsGet information about this build
global.carstatsAdminsGet information about all the cars in the world
global.change_wallpaper_radius <name/id> <radius> | Use print_wallpaper_skins for a list | 0 -> default, -1 -> randomAdmins<name/id> <radius> | Use print_wallpaper_skins for a list | 0 -> default, -1 -> random
global.clear_wallpaper_radiusAdminsclear_wallpaper_radius <radius>
global.clearallspraysAdminsRemoves all spray paint entities from the server world; useful for cleaning up excessive player spray art
global.clearallspraysbyplayerAdminsRemoves all spray paint entities created by a specific player, identified by Steam ID or name
global.clearcontainerAdminsclearcontainer: Removes all items inside the container you’re looking at
global.clearcontainer_radiusAdminsclearcontainer_radius <radius>: Removes all items inside a container within a radius
global.cleardroppeditemsAdminsRemoves all dropped item entities from the server, cleaning up every piece of loot on the ground
global.clearspraysatpositioninradiusAdminsRemoves all spray paint entities within a given radius of the specified world position (X Y Z)
global.clearspraysinradiusAdminsRemoves all spray paint entities within the given radius of the calling admin current position
global.clearugcbyplayerAdminsClears UGC content from all entities that have the specified player (by name or Steam ID) in their editing history
global.clearugcentitiesinrangeAdminsClears UGC content from all entities within the given radius of a world position; reports how many entities were cleared
global.clearugcentityAdminsClears all UGC content from a single entity by network ID; reports success or failure
global.clearvendingmachinenamescontainingAdminsClears the custom name UGC from all vending machines whose content string contains the given search text (case/symbol insensitive)
global.clientperfAdminsRequests a performance report from every connected client; supports legacy and JSON formats; used for monitoring client frame rates and memory usage
global.collidersAdminsPrints the count of enabled versus disabled Collider components currently in the scene
global.deauthradiusAdminsRemoves authorisation for the specified player (or caller) from all tool cupboards within the given radius
global.deauthradius_multiAdminsRemoves authorisation for multiple specified players from all tool cupboards within the given radius around the calling admin
global.deauthradius_radiusAdminsFinds all players within playerRadius of the caller, then deauthorises each of them from TCs within authRadius of themselves
global.dumpAdminsDumps a diagnostic snapshot into a folder in /diagnostics/. WARNING: this will stall the server and can cause it to crash.
global.dumpanimatorsAdminsDumps a diagnostic snapshot of animators into a diagnostics subfolder
global.dumpentitiesAdminsDumps a diagnostic snapshot of entities into a diagnostics subfolder
global.dumplodgroupsAdminsDumps a diagnostic snapshot of LOD Groups into a diagnostics subfolder
global.dumpnetworkAdminsDumps a diagnostic snapshot of network info into a diagnostics subfolder
global.dumpobjectsAdminsDumps a diagnostic snapshot of objects into a diagnostics subfolder
global.dumpphysicsAdminsDumps a diagnostic snapshot of physics into a diagnostics subfolder
global.dumppreprocessAdminsDump list of prefabs pre-processed into a diagnostics subfolder
global.dumprootobjectsAdminsDumps a diagnostic snapshot of root objects (all gameobjects across all scenes) into a /diagnostics/ subfolder. WARNING: this will stall the server and can cause it to crash.
global.dumpsysteminformationAdminsDumps a diagnostic snapshot of system information into a diagnostics subfolder
global.dumpwarmupAdminsDumps a diagnostic snapshot of warmup info into a diagnostics subfolder
global.entcountAdminsReturns all entities that the provided player has placed, supports —json
global.entidAdminsRuns an admin command (kill, lock, unlock, etc.) on a specific entity by network ID; blocks operation on players and point entities
global.fillcontainerAdminsfillcontainer <optional: category> - Fills the container you are looking at with random items, can also specify a category (ammunition, weapon etc.)
global.fillcontainer_radiusAdminsfillcontainer_radius <radius> <optional: category> - Fills containers with random items within a radius, can also specify a category
global.fillinventoryAdminsfillinventory <optional: category> - Fills your inventory with random items, can also specify a category (ammunition, weapon etc.)
global.freeAdminsClears prefab pools and releases pooled objects; delegates to pool.clear_prefabs; admin/developer only
global.getugcinfoAdminsReturns a JSON object containing the UGC info (CRCs, type, player history) for the entity with the given network ID
global.injureAdminsPuts the calling player or a named target into the wounded/downed state, simulating the critical injury bleed-out state
global.injureplayerAdminsPuts the specified player into the wounded/downed state immediately without killing them; useful for testing the crawl/revive mechanics
global.kickAdminsKicks the specified player from the server with an optional reason; broadcasts the kick to chat and places them through the queue on reconnect
global.kickallAdminsKicks all currently connected players from the server with an optional reason; useful for forcing a restart or clearing the server
global.killAny playerKill a player’s character.
global.killallplayersAdminsDeals lethal damage to every non-NPC player currently connected to the server; reports the number of players killed
global.killbeesAdminsKills all bee swarms
global.killplayerAdminsDeals 1000 damage to the specified player (by name/SteamID/bot) killing them immediately; useful for testing death logic without console kill commands
global.listidAdminsList of banned users, by ID (sourceds compat)
global.moderatoridAdminsAdds the specified Steam64 ID as a server moderator with optional name and reason; grants admin flag to the player if connected
global.muteAdminsMutes the specified connected player preventing them from using chat; optionally accepts a mute expiry timestamp for temporary mutes
global.mutelistAdminsPrint a list of currently muted players
global.objectsAdminsPrints all live Unity Object instances sorted by total memory usage, showing type, instance count, and estimated total size in bytes
global.owneridAdminsAdds the specified Steam64 ID as a server owner (auth level 2) with optional name and reason; requires the caller to also be auth level 2
global.playerlistAdminsGet a list of players
global.playerlistidsAdminsGet a list of player’s IDs
global.playersAdminsPrint out currently connected clients etc
global.print_wallpaper_skinsAdminsLists all wallpaper skins
global.printallscenesinbuildAdminsPrints all scenes registered in the build settings with their build index and asset path
global.queueAdminsPrints the current state of server-side stability check and surroundings update queues; reports nothing useful on client
global.quitAdminsQuits the application cleanly with no arguments; rejects calls with arguments to prevent accidental exit; in the editor exits play mode
global.recoverAdminsRevives the calling player or a named target from the wounded state, restoring them to standing with a small amount of health
global.recoverplayerAdminsRecovers the specified player from the wounded state, standing them back up at minimum health
global.removemoderatorAdminsRemoves moderator status from the specified Steam64 ID; removes admin flag from the player if currently connected
global.removeownerAdminsRemoves owner status from the specified Steam64 ID; removes admin flag from the player if currently connected
global.removeskipqueueAdminsRemoves skip queue permission from a SteamID
global.reportAdminsRuns a server performance diagnostic report covering entity counts, memory usage, and active invokes, outputting results to the server console
global.respawnAny playerRespawn your character.
global.respawn_sleepingbagAny player
global.respawn_sleepingbag_favouriteAny player
global.respawn_sleepingbag_removeAny player
global.restartAdminsSchedules a server restart; optionally accepts a countdown in seconds and a broadcast message sent to all players before the restart occurs
global.sayAdminsSends a message in chat
global.serverinfoAdminsGet a list of information about the server
global.setinfoAny player
global.skickAdminsSilently kicks the specified player without broadcasting to chat; the kick is logged to RCON only
global.skin_looking <skin>AdminsApply a skin to the item you are looking at.
global.skin_radiusAdminsskin_radius ‘skin’ ‘radius’
global.skipqueueAdminsMoves the specified Steam64 ID to the front of the connection queue so they connect immediately on next join
global.skipqueueidAdminsAdds skip queue permissions to a SteamID
global.sleepAdminsPuts the calling player into the sleeping state, disconnecting their control and making them a sleeping entity on the server
global.sleepingusersAdminsShow user info for players on server.
global.sleepingusersinrangeAdminsShow user info for sleeping players on server in range of the player.
global.sleeptargetAdminsPuts the player that the calling admin is looking at into the sleeping state; useful for testing sleeping player interactions
global.spectateAdminsEnters spectator mode; optionally accepts a player name or Steam ID to spectate that specific player from a third-person camera
global.spectateidAdminsEnters spectator mode targeting the entity or player with the given network entity ID
global.statsAdminsPrint out stats of currently connected clients
global.statusAdminsPrint out currently connected clients
global.status_svAny playerPrint detailed server status.
global.steamrelayinitAdmins
global.steamstatusAdmins
global.subscriptionsAdminsPrints a table of active network group subscriptions for the calling player, showing realm and group ID; supports —json flag
global.sysinfoAdminsPrints a summary of the current machine hardware and OS info including CPU, GPU, RAM, and platform
global.sysuidAdminsPrints the unique device identifier for the current machine as reported by Unity SystemInfo.deviceUniqueIdentifier
global.teaminfoAdminsPrints a table of all members in the team of the specified player showing Steam ID, username, online status, and whether they are team leader; supports —json
global.teleportAdminsTeleports the calling admin to a player by name or partial name match; if two arguments are given, moves the first-named player to the second
global.teleport2autheditem <steamID/name> <optional: filter>AdminsTeleport to a random entity the player is authed on
global.teleport2deathAdminsTeleports the calling admin to their own most recent death location
global.teleport2entityidAdminsTeleport to the entity with the specified network ID
global.teleport2gridAdminsTeleports the calling admin to the centre of the named map grid square (e.g. A1, B3)
global.teleport2markerAdminsTeleports the calling admin to the map marker they have placed on their in-game map
global.teleport2meAdminsTeleports the named player to the calling admin current position
global.teleport2missionAdminsTeleports the calling admin to the target location of their currently active mission objective
global.teleport2nearestAdmins
global.teleport2owneditemAdminsTeleports the calling admin to an entity owned by a specified player, identified by Steam ID or name
global.teleport2satellitecrashsiteAdminsTeleports the calling admin to the currently locked-in satellite crash site. Does nothing if no satellite is descending.
global.teleportanyAdminsTeleports the calling admin to the nearest entity matching the given prefab short name, with an optional radius filter
global.teleportboat2gridAdminsTeleports the calling admin and their player boat to the centre of the named map grid square (e.g. A1, B3)
global.teleportboat2markerAdminsTeleports the calling admin and their player boat to the map marker they have placed on their in-game map
global.teleportboatposAdminsTeleports the calling admin and their player boat to exact world coordinates specified as X Y Z arguments
global.teleporteveryone2meAdminsTeleports all connected players to the calling admin current position
global.teleportlosAdminsTeleports the calling admin to the point in the world that their line of sight is currently hitting
global.teleportnonsleepers2meAdminsTeleports all connected active (non-sleeping) players to the calling admin current position
global.teleportposAdminsTeleports the calling admin or a named player to exact world coordinates specified as X Y Z arguments
global.teleportsleepers2meAdminsTeleports all sleeping player entities to the calling admin current position
global.teleporttargetteam2meAdminsTeleports all members of the named player team to the calling admin current position
global.teleportteam2meAdminsTeleports all members of the calling player team to the calling admin current position
global.texturesAdminsPrints a list of all live Texture objects with their name and estimated runtime memory size
global.togglespectateteaminfoAdminsToggles display of the team info overlay (health, location, vitals) for the spectated player while in spectator mode
global.unbanAdminsRemoves the ban for the specified Steam64 ID from the server banlist, allowing the player to reconnect
global.unlockradiusAdminsClears the lock flag on every code lock and key lock within a radius of the calling player, so a base can be walked without its codes. Radius defaults to 20 metres
global.unmuteAdminsRemoves the chat mute from the specified connected player, allowing them to send messages again
global.updatemanifestAdminsImmediately update the manifest
global.upgrade_looking <grade>AdminsUpgrade the building block you are looking at.
global.upgrade_radiusAdminsupgrade_radius ‘grade’ ‘radius’
global.usersAdminsShow user info for players on server.
global.usersinrangeAdminsShow user info for players on server in range of the player.
global.usersinrangeofplayerAdminsShow user info for players on server in range of the supplied player (eg. Jim 50)
global.versionAny playerPrints the current game version string to the console, including build number and branch
langAny playerSet the server language.
pluginsAny player
CommandWho can run itWhat it does
ai.addignoreplayerAdminsAdd a player (or command user if no player is specified) to the AIs ignore list.
ai.aizonestatsAdminsPrints the total count of registered AIInformationZone instances on the server
ai.brainstatsAdminsPrints the current count of active animal, scientist, pet, and new NPC2 brain instances on the server
ai.clearignoredplayersAdminsRemove all players from the AIs ignore list.
ai.deselectnpcAdminsRemoves the NPC you are looking at from your selection and hands it back to its normal AI.
ai.killanimalsAdminsKills all animal NPCs and animal NPC2 entities currently on the server
ai.killscientistsAdminsKills all scientist NPCs, tunnel dwellers, and non-animal NPC2 entities currently on the server
ai.movenpcAdminsOrders every NPC selected with ai.selectnpc to path to the position you are looking at. Optional gait: sneak, walk, jog, run, sprint, fullsprint - defaults to ai.debugmovegait.
ai.printignoredplayersAdminsPrint a lost of all the players in the AI ignore list.
ai.printorkilloffnavscientistsAdminsPrint a list of all scientists that are off the navmesh. Optionally kill them off by passing true as the first argument.
ai.releasenpcAdminsReleases every NPC selected with ai.selectnpc and hands them back to their normal AI.
ai.removeignoreplayerAdminsRemove a player (or command user if no player is specified) from the AIs ignore list.
ai.selectnpcAdminsAdds the NPC you are looking at to your selection so ai.movenpc can order it around.
ai.selectnpclookatserverAdminsEditor-only: finds the NPC entity with the given network ID on the server and selects its game object in the Unity editor hierarchy
ai.selectnpcsinrangeAdminsAdds every commandable NPC around you to your selection. Optional radius in metres - defaults to ai.debugmoveselectrange.
ai.setnpcreactiontimeAdminsThe time it takes for a NPC to fully notice a player standing right in front of them, in seconds.
ai.showdistributionsAdminsEditor-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.showstateAdminsShow NPC state information.
ai.sleepwakestatsAdminsPrints statistics about AI sleeping zones: how many zones are sleepable, how many are sleeping, and the total count of sleeping entities
ai.wakesleepingaiAdminsWakes all currently sleeping AI information zones, forcing all sleeping NPCs within them to become active; reports zones and entity counts woken
CommandWho can run itWhat it does
airfieldairdropterminal.force_chargeAdmins
airfieldairdropterminal.force_shortcircuitAdmins
CommandWho can run itWhat it does
airfieldcallchinookterminal.force_chargeAdmins
airfieldcallchinookterminal.force_shortcircuitAdmins
CommandWho can run itWhat it does
analytics.resetstatsAdmins
analytics.statsAdmins
analytics.tablestatsAdmins
analytics.uploaderstatsAdmins
CommandWho can run itWhat it does
apartment.checkoutallroomsAdminsCheckout every room in the apartment complex
apartment.checkoutroomAdmins
apartment.fakerentroomAdmins
apartment.givestalecombattriggerAdminsAdmin test tool: injects a stale combat-zone trigger (TriggerSafeZoneOverride) into your trigger list without physically entering it, reproducing the reconnect/wake desync so you can verify safezone damage protection. Run it near a loaded apartment, then walk out into the world.
apartment.printapartmentfurnitureAdminsPrint list of furniture inside your room
apartment.printitemtaxAdminsPrint out a list of all items that apartments will tax
apartment.rentallroomsAdmins
apartment.rentallroomsoftypeAdmins
apartment.rentroomAdmins
apartment.scheduleddeathAdminsTest triggering the scheduled death in safezones
apartment.testapartmentsecuritydoorAdminsTest triggering the apartment security door
CommandWho can run itWhat it does
app.appbanAdminsBans a player by Steam ID from the server via the app layer, adding them to the banlist and kicking them if connected
app.appunbanAdminsRemoves a ban for the specified Steam ID from the server banlist, allowing the player to reconnect
app.infoAdminsPrints current server info including name, level, connected players, max players, and network address to the console
app.pairAny playerPair the server with the Rust+ companion app.
app.regeneratetokenAny playerRegenerate the server Rust+ authentication token.
app.retry_initializeAdminsRetry initializing the Rust+ companion server if it previously failed, pass true to restart it even if it’s already running
CommandWho can run itWhat it does
ballistagun.reloadAdminsForces the ballista gun nearest to the calling admin player to reload immediately; admin-only
CommandWho can run itWhat it does
baseboat.seconds_between_shore_driftAdmins
baseboat.seconds_until_shore_driftAdmins
CommandWho can run itWhat it does
basemission.profilenextmissionsvalidstateworkqueueAdminsGenerate a performance capture containing the next run of updateMissionValidStateWorkQueue
CommandWho can run itWhat it does
basesculpture.applyrandomshapesAdmins
basesculpture.listsavedsculpturesAdminsLists all locally saved sculpture files in the sculpture save directory
basesculpture.loadsculptureAdminsLoads a .sculpt file by name and applies it to the sculpture entity the local player is currently looking at
basesculpture.printcrcAdmins
basesculpture.savesculptureAdminsSaves the sculpture the local player is currently looking at to a .sculpt file with the given name in the sculpture save directory
CommandWho can run itWhat it does
batteringramhead.hurtAdminsDeals the specified amount of damage to the battering ram head entity nearest to the calling admin player; admin-only
CommandWho can run itWhat it does
boatbuildingstation.print_statsAdmins
CommandWho can run itWhat it does
boombox.clearradiobyuserAdminsClears all radio station data set by the given Steam64 ID from all deployed and held boomboxes on the server
CommandWho can run itWhat it does
bot.crouch_serverAdminsSets the ducked/crouching model state on a specific bot by name or Steam ID; used to control bot posture in testing scenarios
bot.sv_exec_commandAdminsExecutes a console command on a specific bot player by name or Steam ID; hidden from admin UI as it is intended for bot scripting only
bot.sv_exec_command_allAdminsExecutes a console command on every bot player currently on the server; hidden from admin UI
bot.sv_exec_command_sphereAdminsExecutes a console command on all bot players within a given radius of the calling admin; hidden from admin UI
CommandWho can run itWhat it does
bradley.quickrespawnAdminsForces an immediate Bradley APC respawn, bypassing the normal respawn delay; admin only
CommandWho can run itWhat it does
bradleyapc.spawnroadbradleyAdmins
CommandWho can run itWhat it does
camerarenderermanager.pool_statsAdminsPrints pool statistics for the camera renderer manager including active renderer count, pooled task count, and task creation/return counters
CommandWho can run itWhat it does
cannon.adminfireAdmins
CommandWho can run itWhat it does
cargoship.debug_cargo_statusAdmins
cargoship.debug_infoAdmins
cargoship.egressAdminsStart the cargo ship’s egress (leave) phase.
CommandWho can run itWhat it does
cassette.clearcassettesAdminsClears the saved audio recording from all cassette items currently on the server; returns count of cassettes cleared
cassette.clearcassettesbyuserAdminsClears saved audio from all cassettes created by the given Steam64 ID; returns count of cassettes cleared
CommandWho can run itWhat it does
catapult.fireAdminsFire all catapults
catapult.reloadAdminsReload all catapults. 0: empty, 1: stone boulder, 2: fire bomb, 3: propane explosive, 4: bee bomb, 5: bot player
CommandWho can run itWhat it does
ch47helicopteraicontroller.dropcrateAdminsCommands all active CH47 Chinook helicopter AI controllers to drop their cargo crate immediately
CommandWho can run itWhat it does
chat.cardgamesayAny player
chat.clansayAny player
chat.localsayAny player
chat.sayAny playerSend a global server chat message.
chat.searchAdminsSearch the chat history.
chat.tailAdminsShow the most recent chat messages.
chat.teamsayAny player
CommandWho can run itWhat it does
cinematicentity.hideobjectsAdminsHides cinematic entities by group (0= none, 1= lights, 2= BGs, 3= props, 4= misc)
CommandWho can run itWhat it does
clan.addtoclanAdminsAdds a player by SteamID64 to your current clan
clan.disbandAdminsDisbands your current clan
clan.infoAdminsPrints info about a clan given its ID or a steamID of a player in that clan
clan.scoretestAdminsAdds a generic score event to your clan
CommandWho can run itWhat it does
clawmarkspawner.showclawmarksAdmins
CommandWho can run itWhat it does
commands.echoAdmins
commands.findAdminsSearch for commands by name.
CommandWho can run itWhat it does
communityentity.pietestAdmins
communityentity.pietest_nextAdmins
communityentity.pietest_prevAdmins
CommandWho can run itWhat it does
console.searchAdminsSearch the console output.
console.tailAdminsDisplay the most recent console messages.
CommandWho can run itWhat it does
copypaste.copybox_svAdminsServer-side handler that copies all entities within the specified bounding box (center + size) into a named paste file; called from copybox client command
copypaste.copybuilding_svAdminsServer-side handler that copies all entities belonging to the building the player is looking at into a named paste file; called from the copybuilding client command
copypaste.copyradius_svAdminsServer-side handler that copies all entities within the specified radius around a position into a named paste file; called from the copyradius client command
copypaste.download_paste_svAdminsDownloads a paste file stored on the server (legacy server-side storage) by name and sends its entity data to the requesting client for local storage
copypaste.killbox_svAdminsServer-side handler that destroys all entities within the current selection bounds that match the active paste filter options (NPCs, vehicles, deployables etc.)
copypaste.list_pastes_svAdminsLists all paste files stored in the legacy server-side copypaste directory and prints their names to the console
copypaste.printselection_svAdminsServer-side handler that prints the names of all entities within the current selection bounds; used to preview what would be included in a copy operation
copypaste.undopaste_svAdminsUndoes the most recent paste operation for the calling player by destroying all entities that were spawned in that paste; replies with ‘History empty’ if nothing to undo
CommandWho can run itWhat it does
craft.addAny playerAdd an item to your crafting queue.
craft.cancelAny playerCancel a crafting task.
craft.canceltaskAny player
craft.fasttracktaskAny player
CommandWho can run itWhat it does
creative.togglealwaysonAny playerToggle creative mode always on for yourself.
creative.togglealwaysonallAdminsSets the always-on state for all IAlwaysOn entities on the server (e.g. lights, switches); only works when alwaysOnEnabled is true and caller is in creative mode
creative.togglealwaysonradiusAny playerToggle creative mode for players in a radius.
creative.togglecreativemodeuserAdminsEnables or disables creative mode for a specific player by name or Steam ID; creative mode removes resource costs and unlocks building freely
CommandWho can run itWhat it does
cui.cui_testAny player
cui.cui_test_updateAny player
cui.endtestAny player
CommandWho can run itWhat it does
data.exportAdminsExports a named terrain map layer (splatmap, heightmap, biomemap, topologymap, alphamap, watermap) to a .raw file in the persistent data path
CommandWho can run itWhat it does
ddraw.ddrawotherAdminsSends a ddraw.text debug draw command to a specific player by Steam ID or name; allows admins to display debug text overlays on another player screen
CommandWho can run itWhat it does
debug.addmonumentblockergrace <minutes> (optional: <range>)AdminsAdds the given number of minutes to the decay grace period timer of the monument blocker closest to you, making it start decaying that much sooner. Negative values rewind the timer
debug.applybuildingblockrandomisationAdminsSets the visual variant index on the building block the calling player is looking at; useful for testing block randomisation visuals
debug.applypuzzleresettimeAdminsApplies a debug reset time in seconds to all PuzzleReset objects in the scene, shortening their timers for rapid testing
debug.bench_ioAdminsSpawn lots of IO entities to lag the server
debug.breakheldAdminsBreak the current held object
debug.breakheld_almostAdminsAlmost break the current held object
debug.breakitemAdminsBreak all the items in your inventory whose name match the passed string
debug.breakshieldAdminsBreaks the currently held shield
debug.clearplayermodifiersAdminsRemoves all active modifiers (buffs/debuffs) from the calling player; useful for resetting modifier state during testing
debug.cleartutorialforplayerAdminsIf a player ends up stuck on a tutorial for any reason this will clear the island and reset the player (will also kill player)
debug.completemissionAdminsCompletes all incomplete objectives in the calling player active mission, triggering the mission completion flow
debug.completemissionstageAdmins
debug.completetutorialAdminsImmediately completes the calling player tutorial by triggering the island completion callback; bypasses normal progression
debug.console_print_colorAdminsPrints a message to the server console using the specified ConsoleColor index; useful for testing coloured console output
debug.console_spamAdminsLogs a configurable number of test messages of a given length; used to stress-test console/logging performance and measure output speed
debug.conveyorstrictmodereportAdminsPrints the world position of every industrial conveyor running in strict mode; helps locate conveyors that are blocking item flow
debug.deleteentitiesbyshortname <shortname> (optional: <radius>)AdminsDelete entities with the given short prefab name
debug.deleteentitybyidAdminsDelete entities by id. Supports multiple arguments
debug.drinkAdminsAdds a specified amount of hydration to the calling player at a configurable rate; useful for quickly testing thirst-related mechanics
debug.dropworlditemsAdminsDrops a specified number of the given item short name as world entities from just in front of the calling player; useful for item physics testing
debug.eatAdminsAdds a specified amount of calories to the calling player at a configurable rate; useful for quickly testing hunger-related mechanics
debug.emptytankermoduleAdminsemptyTankerModule - Clears the contents of the tanker module(s) of the modular car you’re looking at
debug.enable_player_movementAdminsSends a client RPC to the target player enabling or disabling their movement controls; admin only; useful for testing freeze/lock mechanics
debug.fillmountsAdminsfillmounts <radius> - Spawns and mounts a player on every mount point in radius
debug.filltankermoduleAdminsfillTankerModule <item> - Fills the tanker module(s) of the modular car you’re looking at with the given liquid (e.g. water, water.salt, crude.oil)
debug.findgapAdminsFind how large of a gap there is. <maxDistance> <stepsize> <maxSize> <layer>
debug.flushgroupAdminsTakes you in and out of your current network group, causing you to delete and then download all entities in your PVS again
debug.foodspoilingdeducttimehoursAdminsDeducts the given number of hours from all spoilable food on the server
debug.foodspoilinginventoryhoursAdminsApplies the given number of hours to all food in the players inventory
debug.foodspoilingspoilallAdminsSpoils all food on the server
debug.forcechickensspawneggAdminsForces all chickens within a given radius of the calling player to immediately spawn an egg; useful for testing egg drop and collection logic
debug.healAdminsTo disable revival if player is downed, pass in —no-recover as the first argument.
debug.hurtAdminsDeals a specified amount of bullet damage to the calling player; optionally targets a named bone to test per-bone hit reactions
debug.invisAdminsMake admin invisible
debug.print_topologiesAdminsPrints out the topologies at your position
debug.printgrouplayerAdminsPrints the network visibility layer (overworld, tunnel, underwater, etc.) at the calling player position; helps debug layer-based network group assignment
debug.printgroupsAdminsLogs all server entity network group IDs and prefab names to the console; useful for debugging network visibility and group assignment
debug.printmonumentblockerAdminsPrints the health and decay state of the monument blocker closest to you. Optional argument: search range in metres (default 100)
debug.printqueuesAdminsPrints a table of all ObjectWorkQueue instances showing name, total items processed, current queue length, and cumulative execution time
debug.puzzleresetAdminsReset all puzzles. Optionally provide a number to only reset puzzles within a radius.
debug.puzzleresetinfoAdminsPrints detailed debug info about the PuzzleReset the calling player is currently inside, including timer state and dependency status
debug.quittutorialAny player
debug.refillvitalsAdminsRefills the vital of a target player. eg. debug.refillsvital jim - leave blank to target yourself, can take multiple players at once. Will revive players if they are injured. To disable this, pass in —no-recover as the first argument.
debug.refillvitalsallAdminsRefills the vitals of all active players on the server. Will revive players if they are injured. To disable this, pass in —no-recover as the first argument.
debug.refrigeratedinventoryhoursAdminsAdds the given number of refrigerated hours to all food in the players inventory, so things like milk skimming can be tested without waiting
debug.removeoverlappingstaticspawnpointsAdminsScans all static respawn areas and kills any whose centre is within 1 metre of another, eliminating duplicate spawn points
debug.renderinfoAdminsGenerates and logs a render info report showing draw calls, batch counts, triangle counts, and shadow caster counts for the current frame
debug.repair_inventoryAdminsRepair all items in inventory
debug.resetsleepingbagtimersAdminsResets all sleeping bag respawn cooldown timers for the calling player, allowing immediate re-use of all their bags
debug.respawnvinetreesinradiusAdminsRespawns vine trees from their stumps within a given radius of the calling player; reports how many were respawned versus blocked by players
debug.setdamageAdminsDeals enough bullet damage to bring the calling player or a named target to the specified health value
debug.setfoodAdminsSets the calling player or a named target player calorie level to the specified value directly
debug.sethealthAdminsSets the calling player or a named target player health to the specified value; useful for testing low-health or death scenarios
debug.setmaxhealthAdminsOverrides the maximum health of the calling player or a named target; pass 0 to reset to the default value
debug.setradiationAdminsSets the calling player or a named target player radiation level to the specified value directly
debug.setthrowableAdmins0 = can’t throw, 1 = can throw & melee, 2 = only throwable
debug.setunloadablecarfillpercentAdminsSets the ore fill percentage on all unloadable train cars within 3 metres of the calling player; updates both inventory amounts and visual ore level
debug.setwaterAdminsSets the calling player or a named target player hydration level to the specified value directly
debug.spawn_all_deployablesAdminsSpawns one of every deployable in a grid
debug.spawnovenstresstestAdminsSpawns a 100x10 grid of lit furnaces loaded with wood and metal ore near the calling player; used to stress-test the oven cooking system
debug.spawnparachutetesterAdminsSpawns a clone of the calling player at a configurable height with a parachute deployed and their belt and wear inventories copied
debug.stallAdminsStalls the main thread for the given duration in seconds (clamped 0-1); admin-only; used to test timeout handling and watchdog systems
debug.starttutorialAny playerBegin the tutorial sequence.
debug.test_custom_vitalsAdminsSends a configurable number of test custom vital entries to the calling player client for a given duration; used to verify custom vitals UI rendering
debug.testerrorAdminsLogs a test error and exception for testing error display.
debug.testtutorialcinematicAdminsTriggers the tutorial island ending cinematic for the calling player; spawns a kayak at the designated mount point and mounts the player to it
debug.tutorialstatusAdminsPrints a table of all active tutorial islands showing index, network group ID, assigned player name, duration, and connection state
debug.vineswinginghighlightAdminsSends a highlight RPC to every VineMountable on the server targeting the calling player; used for visually debugging vine placement
debug.vineswingingreportAdminsPrints a summary table of all VineSwingingTree and VineMountable entities on the server, including average destination count per mountable
CommandWho can run itWhat it does
decay.addfakeauthhistoryAdminsaddfakeauthhistory <count>, adds fake deauthed players to the auth history of the tool cupboard you are standing in, for testing group upkeep tiers
decay.clearauthhistoryAdminsClears the deauthed player history on the tool cupboard you are standing in, dropping its group upkeep back to the number of authed players
decay.drawnearbybuildingsAdminsdrawnearbybuildings <duration> <radius>, shows building ID of entities
decay.forcedecaytickAdminsCall the decay tick on every single entity on the server (for testing decay works)
CommandWho can run itWhat it does
deepsea.closeAdminsInitiates the deep sea closing sequence
deepsea.createdeepseaAdminsCreates the deep sea manager entity on the server
deepsea.enterdeepseaAdminsTeleports the player (or their mounted vehicle) into the deep sea
deepsea.leavedeepseaAdminsTeleports the player (or their mounted vehicle) back to the main island from the deep sea.
deepsea.openAdminsInitiates the deep sea opening sequence
deepsea.printboatteleportsAdminsPrints what players on the player’s boat will be teleported to the deep sea
deepsea.printentitycountAdminsPrints a breakdown of all entities currently in the deep sea
deepsea.printlootAdminsPrints a breakdown of all loot containers, trees, and ore nodes currently in the deep sea
deepsea.printtimetowipeAdminsPrints the current time remaining until the deep sea wipes
deepsea.settimetonextopeningAdminsSets the time in seconds until the deep sea re-opens after a wipe
deepsea.settimetowipeAdminsSets the time in seconds until the deep sea wipe triggers
deepsea.spawnfloatingcityhereAdminsSpawns a random floating city prefab at the player position
deepsea.spawnghostshiphereAdminsSpawns a random ghost ship prefab at the player position
deepsea.spawnislandhereAdminsSpawns a random deep sea island prefab at the player position
deepsea.spawnrhibgrouphereAdminsSpawns a RHIB patrol boat group at the player position
deepsea.statusAdminsPrints the current deep sea status
deepsea.testportalspawnlocationAdminsTests whether the calling player’s current position is a valid portal spawn location; draws a green sphere if valid or red sphere if invalid with the given radius and duration in seconds
CommandWho can run itWhat it does
demo.recordAdminsStarts recording a server-side demo for the specified player by name or Steam ID to a timestamped file; the player must be connected
demo.stopAdminsStops the active server-side demo recording for the specified player and finalises the demo file
CommandWho can run itWhat it does
electricbattery.batteryidAdmins
CommandWho can run itWhat it does
entity.countbyAdminsCount all entities created by provided users (separate users by space)
entity.debug_toggleAdminsToggles the debug info overlay for an entity by net ID, showing position, velocity, health, and network state in the world
entity.deletebyAdminsDestroy all entities created by provided users (separate users by space)
entity.deletebytextblockAdminsDestroy all entities created by users in the provided text block (can use with copied results from ent auth)
entity.find_entityAdminsLists all networked entities whose prefab path contains the given filter string in a formatted table; admin-only on client
entity.find_groupAdminsLists all networked entities belonging to the given network group ID in a formatted table; admin-only on client
entity.find_idAdminsLists the networked entity with the given network entity ID in a formatted table; admin-only on client
entity.find_parentAdminsLists all networked entities that have the given network entity ID as their parent in a formatted table; admin-only on client
entity.find_radiusAdminsLists all networked entities within the given radius in metres of the calling player in a formatted table; admin-only on client
entity.find_selfAdminsLists all networked entities owned by the calling player (matched by network ID) in a formatted table; admin-only on client
entity.find_statusAdminsLists all networked entities whose status string contains the given filter text in a formatted table; admin-only on client
entity.nudgeAdminsApplies a small positional nudge to an entity by net ID, useful for unsticking entities that are clipping into geometry
entity.set_battery_chargeAdminsSets the charge level of an electric battery entity by net ID to the given percentage (0-100)
entity.spawnAdminsSpawns a server entity by prefab name at a given world position and direction; returns the spawned entity net ID
entity.spawngridAdminsSpawns a grid of server entities by prefab name centred at a position; useful for stress-testing entity counts
entity.spawnitemAdminsSpawns a dropped item entity server-side by item short name at a given world position
entity.spawnlootfromAdminsSpawns a copy of the loot table from one container prefab into the world at the calling player position
entity.spawnplantsAdminsSpawn every stage of every plant inside it’s own planter, with an optional filter
entity.spawnvendorAdminsSpawns a complete NPC vendor by vendor name - both the shopkeeper NPC and the invisible vending machine it needs - at the position the calling player is looking at
CommandWho can run itWhat it does
env.addtimeAdminsAdvances the in-game time of day by the specified number of hours; useful for quickly cycling to day or night for testing
CommandWho can run itWhat it does
events.print_server_eventsAdminsPrints a table of all registered server events with their current enabled state, minimum delay, maximum delay, and last trigger time
events.set_event_enabledAdminsEnables or disables a specific server event by name; disabled events will not trigger automatically until re-enabled
events.set_event_max_delayAdminsSets the maximum delay in seconds between automatic triggers of the named server event
events.set_event_min_delayAdminsSets the minimum delay in seconds between automatic triggers of the named server event
CommandWho can run itWhat it does
eventschedule.killalleventsAdminsKills all currently running triggered event instances across all enabled event schedules; registered as eventschedule.killallevents
eventschedule.triggereventAdminsTriggers a named event schedule by partial name match; registered as eventschedule.triggerevent; lists available events if name is invalid or ambiguous
CommandWho can run itWhat it does
farmableanimal.simhoursAdminsSimulates the provided number of hours on all farm animals within 10m
CommandWho can run itWhat it does
gamemode.setAdminsSets the active game mode by name; game modes can alter loot tables, rules, and player abilities (e.g. softcore, hardcore)
gamemode.setteamAny playerAssign a player to a team in the active game mode.
CommandWho can run itWhat it does
gc.allocAdminsAllocates a byte array of the given size (default 1 MB) as a GC pressure test; useful for profiling memory allocation throughput
gc.collectAdminsTriggers an immediate full managed garbage collection pass; useful after large allocations for memory profiling
gc.unloadAdminsCalls Resources.UnloadUnusedAssets() to unload assets no longer referenced by any object, freeing RAM and VRAM
CommandWho can run itWhat it does
growableentity.growallAdminsServer admin: forces all growable entities within 6m of the calling player to advance to their next growth stage instantly
growableentity.killallAdminsServer admin: kills all growable entities within 6m of the calling player, removing them from the planter
CommandWho can run itWhat it does
handcuffs.togglecuffslockedAdminsToggles the locked state of the handcuffs held by the calling admin player, switching between locked and unlocked
CommandWho can run itWhat it does
harmony.loadAdminsLoads and applies a Harmony patch assembly by file name, enabling server-side code patching without restarting
harmony.unloadAdminsUnloads a previously loaded Harmony patch assembly by file name, reverting any code modifications it applied
CommandWho can run itWhat it does
heli.callAdminsSpawns and sends a patrol helicopter to the specified player or position, using the same logic as calltome but targeting another player
heli.calltomeAdminsOrders the active patrol helicopter to fly to the calling admin position and attack there
heli.deathAdminsForces the active patrol helicopter to die immediately, triggering its death explosion and crash sequence
heli.dropAdminsSpawns a patrol helicopter at the calling admin position, bypassing the normal random spawn logic; primarily used for testing
heli.fleeAdminsOrders the active patrol helicopter to immediately flee to a random distant location and disengage
heli.moveAdminsMoves the active patrol helicopter to the calling admin current position without entering combat mode
heli.orbitAdminsOrders the active patrol helicopter to orbit around the calling admin current position
heli.orbitstrafeAdminsOrders the active patrol helicopter to orbit and strafe the calling admin position simultaneously
heli.patrolAdminsOrders the active patrol helicopter to resume normal patrol mode, following its randomised waypoint path across the map
heli.strafeAdminsOrders the active patrol helicopter to perform a strafing run on the calling admin current position
heli.testpuzzleAdminsTriggers the helicopter puzzle sequence (approach, puzzle activation, reward) for testing the helicopter monument puzzle
CommandWho can run itWhat it does
hexagongridgenerator.generategrid <gridSize> 5 <tileSpacing> 1.35Admins<gridSize> 5 <tileSpacing> 1.35
CommandWho can run itWhat it does
hierarchy.cdAdminsChanges the current hierarchy context to the named child GameObject, similar to the Unix cd command; allows drilling into nested scene objects
hierarchy.delAdminsDeletes the named GameObject from the scene hierarchy; use with caution as this permanently removes the object
hierarchy.lsAdminsLists all GameObjects in the current hierarchy context, similar to the Unix ls command; used for navigating the scene hierarchy from the console
CommandWho can run itWhat it does
inventory.addownershipAdminsAdd ownership to item
inventory.clearinventoryAdminsClears the inventory of a target player. eg. inventory.clearInventory jim. Can take container names as arguments: —belt —wear —backpack
inventory.convertownershipAdminsReduce ownership to item to allow new ownership to be added
inventory.copytoAdminsCopies the players inventory to the player in front of them
inventory.defsAdminsPrints the names of all Steam inventory item definitions currently loaded from the Steam backend; useful for verifying skin/item definition state
inventory.deleteloadoutAdminsDeletes a named admin loadout file from the server; requires admin or developer permissions; loadout name is passed as the first argument
inventory.deployloadoutAdminsDeploys the given loadout to a target player. eg. inventory.deployLoadout testloadout jim
inventory.deployloadoutinrangeAdminsDeploys a loadout to players in a radius eg. inventory.deployLoadoutInRange testloadout 30
inventory.endlootAny player
inventory.equipslotAdminsEquips the belt/hotbar item at the given slot index for the calling admin or a named target player; requires admin or developer permissions
inventory.equipslottargetAdminsEquips the belt/hotbar slot at the given index for the player the admin is currently looking at; requires admin or developer permissions
inventory.give {item} {amount} {condition} {skin} {container} {slot}AdminsGive yourself an item by short name.
inventory.giveallAdminsGives the specified item (by partial name) to every currently connected player on the server; broadcasts who issued the command in chat
inventory.givearm {itemid} {amount}Admins{itemid} {amount}
inventory.givebpAdminsGives the calling player a blueprint item for the specified item (by partial name); broadcasts the gift in chat unless the recipient is a developer
inventory.giveequip {item}Admins{item}
inventory.giveid {itemid} {amount}AdminsGive yourself an item by item ID.
inventory.giveto {item} {player} {amount} {skin}AdminsGive an item to a specific player.
inventory.lighttoggleAny playerToggles the light on the item the local player is currently holding; sends the toggle request to the server, and is blocked if the map UI is open
inventory.listloadoutsAdminsPrints all saved inventory loadouts
inventory.loadoutui_requestloadoutlistAdminsReads the list of saved admin loadouts from disk and sends it to the requesting player’s client as a JSON array for display in the loadout UI
inventory.pipetteidAdminsChecks whether the calling player has the specified item ID with the given skin ID in their inventory; used to validate pipette/skin matching server-side
inventory.reduceownershipAdminsReduce ownership to item to allow new ownership to be added
inventory.reloaddefsAdminsForces a reload of all Steam inventory item definitions from the Steam backend; use if definitions appear stale or missing after a store update
inventory.resetbpAdminsResets all blueprints for the specified player (by name/Steam ID) back to the default unlocked set, removing any learned recipes
inventory.saveloadoutAdminsSaves the current equipped loadout of the calling player. eg. inventory.saveLoadout loaduoutname
inventory.set_item_imageAdminsSets the custom icon image ID on the item currently held by the calling player; the image ID refers to a server-side stored image used for custom item icons
inventory.setwornarmorslotsAdminsSet worn items to have maximum armor slots supported
inventory.unlockallAdminsUnlocks every craftable blueprint for the specified player (by name/Steam ID), giving them access to all recipes immediately
CommandWho can run itWhat it does
ioentity.debugqueueAdminsPrints the current state of all IO entity processing queues showing queue type and pending entity counts; admin-only
CommandWho can run itWhat it does
livestock.ageupAdminsImmediately ages up the nearest livestock animal: an infant grows into its next stage, an adult dies of old age. Optional search radius in metres (default 20).
livestock.censusAdminsCounts the livestock population and what it has produced. Optional radius in metres around the caller (default 0, the whole map).
livestock.censusresetAdminsZeroes the livestock census running totals and the profiler, so the next reading covers only what happens from now.
livestock.cleargrazingAdminsGrows back every overgrazed patch of grass near the caller, and clears what the herd has eaten there. Optional radius in metres (default 100).
livestock.completepregnancyAdminsMakes the nearest pregnant livestock animal give birth now, without waiting out the rest of its pregnancy. Optional search radius in metres (default 20).
livestock.cullexcessAdminsKills livestock past livestock.maxPerSpecies, cattle and sheep counted apart: untamed animals first, then tame ones with no cupboard for a home, then the oldest and worst bred. An optional head count culls down to that instead.
livestock.dungAdminsMakes the nearest livestock animal drop dung now, without waiting for its timer. Optional search radius in metres (default 20).
livestock.emptyfullnessAdminsEmpties the nearest livestock animal’s fullness, so it goes looking for food. Optional search radius in metres (default 20).
livestock.emptyhydrationAdminsEmpties the nearest livestock animal’s hydration, so it goes looking for water. Optional search radius in metres (default 20).
livestock.emptysocialAdminsEmpties the nearest livestock animal’s social need, as if it had been on its own. Optional search radius in metres (default 20).
livestock.fillfullnessAdminsFills the nearest livestock animal’s fullness, as if it had just eaten its fill. Optional search radius in metres (default 20).
livestock.fillhydrationAdminsFills the nearest livestock animal’s hydration, as if it had just drunk its fill. Optional search radius in metres (default 20).
livestock.fillsocialAdminsFills the nearest livestock animal’s social need, as if it were standing in a herd the right size. Optional search radius in metres (default 20).
livestock.forcebreedAdminsSends the nearest male livestock animal to mate with the nearest valid female, skipping the mate search. Optional search radius in metres (default 20).
livestock.makepregnantAdminsMakes the nearest livestock animal pregnant. Obeys standard breeding rules. Optional search radius in metres (default 20).
livestock.overgrazehereAdminsMarks the grass where the caller is standing as overgrazed, without waiting for a herd to eat it.
livestock.readytomilkAdminsMakes the nearest cow ready to milk now, without waiting out its cooldown. Optional search radius in metres (default 20).
livestock.readytoshearAdminsMakes the nearest sheep ready to shear now, without waiting out its cooldown. Optional search radius in metres (default 20).
livestock.renameAdminsRenames the nearest livestock animal. Usage: livestock.rename <name> [radius], quoting a name that contains spaces, radius in metres (default 20)
livestock.sendhomeAdminsMoves the wild anchor of every livestock animal in range to where the caller is standing, so roam and the night gather aim here. A cupboard still outranks it. Optional radius in metres (default 30).
livestock.setconditionAdminsSets the condition of the livestock animal the caller is looking at, or the nearest one. Condition is the slow average that price, dung and willingness read. Usage: livestock.setcondition <0-1> [radius], radius in metres (default 20)
livestock.setcuriousAdminsMakes the nearest livestock animal curious or not, so it will follow a player it knows without a lead. Usage: livestock.setcurious <0|1> [radius], radius in metres (default 20)
livestock.setfamiliarityAdminsSets how many seconds of familiarity the calling player has with the livestock animal they are looking at, or the nearest one. Usage: livestock.setfamiliarity <seconds> [radius], radius in metres (default 20)
livestock.setfamiliarityallAdminsSets how many seconds of familiarity the calling player has with every livestock animal in range. 0 resets them all. Usage: livestock.setfamiliarityall <seconds> [radius], radius in metres (default 30)
livestock.setgeneAdminsSets both copies of one gene on the livestock animal you are looking at, or the nearest one, the better copy being the one that shows. Usage: livestock.setgene <Dung|Longevity|Yield|Fertility|Hardiness> <firstAllele> <secondAllele> [radius], each allele Bad, Ok or Good
livestock.setinbredAdminsMakes the livestock animal you are looking at, or the nearest one, inbred or not, by forcing its two lineage markers together or apart. Usage: livestock.setinbred <0|1> [radius]
livestock.showcoatAdminsPrints what the nearest livestock animal’s coat is made of, which is its genes and, for a species with patches, its name. Usage: livestock.showcoat [radius], radius in metres (default 20)
livestock.showgenesAdminsPrints the genes of the livestock animal you are looking at, or the nearest one, both copies of each, plus its lineage markers. Optional search radius in metres as the first argument (default 20).
livestock.showhomeAdminsDraws an arrow from the livestock animal you are looking at, or the nearest one, to the cupboard it lives at, or to its wild anchor when it has none. Optional search radius in metres (default 20) and seconds to draw for (default 10).
livestock.spawnspecialAdminsSpawns one of the named special livestock animals in front of you, skipping the rarity roll but obeying every other rule. Usage: livestock.spawnspecial <name> [species], species being needed only for an entry that fits more than one
livestock.specialsAdminsLists the special livestock animals this server has already produced, and counts the rest without naming them
livestock.swapgenderAdminsSwaps the gender of the nearest livestock animal. Optional search radius in metres (default 20).
CommandWho can run itWhat it does
log.levelAdminsSets the log verbosity level for a specific named RustLog channel; takes a channel name and optional level integer
CommandWho can run itWhat it does
manifest.printmanifestAdminsPrints the Facepunch application manifest in a formatted summary showing app name, version, and platform details
manifest.printmanifestrawAdminsPrints the raw contents of the Facepunch manifest file as an unformatted string
CommandWho can run itWhat it does
memsnap.fullAdminsTakes a full Unity Memory Profiler snapshot capturing all managed, native, and graphics memory and saves it as a timestamped .snap file in profile/memory/
memsnap.managedAdminsTakes a Unity Memory Profiler snapshot capturing managed (C#) heap allocations and saves it as a timestamped .snap file in the profile/memory/ folder
memsnap.nativeAdminsTakes a Unity Memory Profiler snapshot capturing native (C++) heap allocations and saves it as a timestamped .snap file in the profile/memory/ folder
CommandWho can run itWhat it does
meta.addAdminsadd <convar> <amount> - adds amount to convar
CommandWho can run itWhat it does
metaldetectorsource.servercountsourcesAdmins
CommandWho can run itWhat it does
navstress.benchAdminsRun the full benchmark suite: args agentCount (default 200)
navstress.benchresultsAdminsPrint the last benchmark results
navstress.build_envAdminsBuild the synthetic stress field: args centerX centerZ halfExtent (defaults -140 140 50)
navstress.chaseAdminsChase a sliding virtual target: args targetSpeed setDestinationHz
navstress.clearAdminsDespawn dummies and remove the field
navstress.envreportAdminsPrint the last environment build report
navstress.idleAdminsStop giving destinations and reset paths
navstress.killforeignAdminsKill every NPC with a RustNavMeshAgent that is not a navstress dummy
navstress.rebuildstormAdminsAsync tile rebuilds under the field: args rebuildsPerSecond (0 stops)
navstress.refcompareAdminsReplay the scenario and compare against a recording: args name
navstress.refrecordAdminsRecord the reference trajectory scenario: args name
navstress.refresultsAdminsPrint the last refpath result
navstress.setmodeAdminsFlip all dummies between steering and normal mode without respawning
navstress.spawnAdminsSpawn stripped wolves: args count mode(steering|normal) canSwim canOpenDoors
navstress.statsAdminsPrint and reset tick statistics
navstress.wanderAdminsRandom destinations forever: args intervalSeconds unreachableFraction
CommandWho can run itWhat it does
networkprofiler.serverprofileAdminsnetworkprofiler.serverprofile [time to profile(in seconds), min(0.1), max(1000), float]
CommandWho can run itWhat it does
nexus.broadcast_pingAdminsSends a ping to all Nexus servers in the cluster simultaneously and prints individual round-trip times
nexus.pingAdminsSends a ping to a specific Nexus server by name and prints the round-trip latency; used for testing inter-server connectivity
nexus.playeronlineAdminsChecks whether the named or Steam-ID-specified player is currently online on any server in the Nexus cluster
nexus.refreshislandsAdminsForces a refresh of the Nexus island layout, re-querying the zone controller for current island assignments
nexus.transferAdminsInitiates a Nexus transfer of the specified player to a named destination server or zone in the cluster
nexus.uploadmapAdminsReupload the map image to the nexus. Normally happens automatically at server boot. WARNING: This will lag the server!
CommandWho can run itWhat it does
note.updateAny player
CommandWho can run itWhat it does
npcvendingmachine.addhoursAdminsSimulates the provided number of hours passing in the vending machine system
npcvendingmachine.printallpricechangesAdminsPrint out all current price changes on the server
npcvendingmachine.resetdynamicpricingAdminsResets the state of all discounts and surcharges from NPC vending machines
npcvendingmachine.resetfrequencytagsAdmins
CommandWho can run itWhat it does
perm.grantAny playerGrant a permission to a player.
perm.groupAny playerManage group permissions.
perm.revokeAny playerRemove a permission from a player.
perm.showAny playerDisplay permissions.
perm.usergroupAny playerAssign a player to a permission group.
CommandWho can run itWhat it does
physics.getboundsAdminsPrints the combined world-space bounding box of the entity the calling admin is looking at; useful for verifying collider extents
physics.print_colliders_per_cellAdminsPrints a sorted table of physics cells and how many colliders each contains; helps identify areas with excessive collider density causing physics slowdowns
physics.print_colliders_per_prefabAdminsPrints a sorted table of prefab names and their collider counts; identifies prefabs with unusually high collider counts for optimisation
physics.setboundsAdmins(center vec3) (extents vec3)
CommandWho can run itWhat it does
player.abandonmissionAny player
player.cinematic_gestureAny playerPlay a cinematic gesture animation.
player.cinematic_playAny playerPlay a cinematic sequence.
player.cinematic_stopAny playerStop the currently playing cinematic.
player.clearhostileAdminsClear your hostile flag
player.copyrotationAny playerCopy another player’s facing rotation.
player.createskullAdminsCreates a human skull item named after the given player name (or a random name if none given) and gives it to the calling player’s inventory
player.createtrophyAdminsCreates a trophy head bag item for the specified entity type (by prefab name) and gives it to the calling player; used to generate mount-style trophy items for testing
player.dismountAdminsForces the specified player (by ID) to dismount from any vehicle or mountable they are currently seated in; admin/developer/cinematic mode only
player.fillwater <fresh/salt/rads>AdminsFills up liquid container items in your hotbar as well as any liquid containers you are looking at
player.gesture_radiusAdminsForces all players within a given radius (including the caller) to play one of the specified gesture names chosen at random; admin only; args: radius gesture1 [gesture2…]
player.gesture_radius_notmeAdminsSame as gesture_radius but excludes the calling admin from the gesture; forces all other players within the radius to perform a random gesture from the provided list
player.gotosleepAdminsForces the specified sleeping player (by ID) to enter the sleep state; admin/developer/cinematic mode only; also works on bots
player.markhostileAdminsMarks the calling player as hostile immediately, triggering the hostile timer as if they had attacked another player; useful for testing hostile-state dependent behaviour
player.mountAny playerMount a vehicle.
player.printpresenceAdminsPrints the calling player’s current time-category presence flags: whether they are in wilderness, base, monument, swimming, boating, or flying
player.printstatsAdminsPrints detailed life-story stats for the calling player including time alive, distances travelled, damage taken/healed, kills, and per-weapon accuracy
player.ragdollAdminsoptional param {player}
player.ragdollallAdminsragdolls
player.ragdollallbutmeAdminsragdolls everyone except player
player.ragdollotherAdminsRagdolls a player you’re looking at
player.reloadweaponsAdminsFully reloads all projectile weapons, flamethrowers, and liquid weapons in every belt slot of the calling player; useful for testing without consuming ammo
player.resetmissionsAdminsResets the saved missions progress of the given player
player.resetmissions_allAdminsResets the saved missions progress of all player states on this server (online and offline players). Must be entered as “resetmissions_all Y” to execute.
player.resetstateAdminsResets the PlayerState of the given player
player.stopgesture_radiusAdminsCancels any active gesture on all players within the specified radius of the calling admin; admin only; useful for stopping mass-gesture cinematics
player.swapseatAdminsMoves the specified player (by ID) to the given seat index on the vehicle they are mounted in; admin/developer/cinematic mode only
player.trigger_wildlife_trapAdminsAdmin-only: triggers the trap-think logic on the wildlife trap the calling player is looking at within 5 metres, simulating a catch attempt for testing
player.unloadweaponsAdminsEmpties the ammo from all projectile weapons, flamethrowers, and liquid weapons in every belt slot of the calling player; useful for testing reload behaviour
player.wakeupAdminsWakes up the specified sleeping player (by ID), ending their sleep state immediately; admin/developer/cinematic mode only
player.wakeupallAdminsWakes up all sleeping players on the server at once; admin/developer/cinematic mode only; useful for clearing the sleeping player list after a wipe
CommandWho can run itWhat it does
playerboat.kill_all_above_block_countAdminsKills all player boats that have more building blocks than the given threshold; used for server cleanup
playerboat.kill_all_above_deployable_countAdminsKills all player boats that have more deployed entities than the given threshold; used for server cleanup
playerboat.kill_io_deployablesAdminsKills any IO entities deployed on boats. Not a fast command. Use sparingly when needed.
playerboat.kill_nonconvex_deployablesAdminsKills any entities deployed on boats with non-convex colliders. Not a fast command. Use sparingly when needed.
playerboat.lookatdragbyangleAdminsPrints drag force debug data based on the angle between the boat heading and player look direction; admin-only
playerboat.print_nonconvexAdminsPrints a list of boats with non-convex collider deployables. Not a fast command. Use sparingly when needed.
playerboat.print_statsAdminsPrints statistics about all player boats on the server including block counts, deployable counts, and resource totals
playerboat.setsailsopenAdminsOpens all sails on the player boat directly in front of the calling admin player; admin-only dev command
playerboat.sinkAdminsInstantly kills the player boat directly in front of the calling admin player; admin-only dev command
CommandWho can run itWhat it does
plugin.loadAny player
plugin.reloadAny player
plugin.unloadAny player
CommandWho can run itWhat it does
pool.clear_assetsAdminsClears all cached entries from the asset pool matching the optional name filter
pool.clear_memoryAdminsClears all entries from the object memory pool matching the optional name filter; freed pooled objects are garbage collected
pool.clear_prefabsAdminsClears all cached prefab instances from the prefab pool matching the optional filter, across client, server, and generic pools
pool.export_prefabsAdminsExports the current prefab pool contents to a prefabs.csv file listing pool ID, prefab short name, and instance count
pool.fill_prefabsAdminsPre-warms the prefab pool by instantiating and pooling prefabs matching the optional filter up to the given count override
pool.print_arraypoolAdminsPrints a usage report for the BaseNetwork and ProtocolParser array pools, showing bucket sizes, capacities, and hit/miss stats
pool.print_assetsAdminsPrints a table of all asset pool entries showing asset type, current pooled count, and pool capacity
pool.print_memoryAdminsPrints a table of all object pool entries showing type, capacity, active count, peak usage, hit/miss counts, and spill counts; supports —json
pool.print_prefabsAdminsPrints 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_counterAdminsResets the peak-usage high-water-mark counter for all pools, allowing fresh measurement of maximum pool demand
CommandWho can run itWhat it does
powergrid.fusestatusAdmins
powergrid.statusAdmins
CommandWho can run itWhat it does
profile.countsyncmoveentitiesAdminsCounts and prints all entities that use synchronous movement updates grouped by prefab, helping identify expensive per-frame entity movers
profile.dump_profile_recordersAdminsDumps all available Unity Profiler recorder handles to CSV format showing name, category, unit type, and flags; useful for discovering available performance metrics
profile.flush_analyticsAdminsFlushes any buffered analytics events immediately to the analytics backend rather than waiting for the next scheduled flush
profile.perfsnapshotAdminsprofile.perfsnapshot [delay=15, int] [name=‘Profile’, str, no extension, max 32chars] [frames=10, int, max 10] [debug=false, dumps a binary snapshot as well] Will produce a JSON perf snapshot of <frames> that can be viewed in Perfetto or similar tools
profile.perfsnapshot_streamAdminsprofile.perfsnapshot_stream [name=‘Profile’, str, no extension, max 32chars] [MainCap=32, int, max 256, buffer size for Main thread in Megabytes] [WorkerCap=8, int, max 256, buffer size for each Worker thread in Megabytes] [debug=false, dumps a binary snapshot as well] Will stream <mainCap>MB worth of data and generate a JSON snapshot that can be viewed in Perfetto or similar tools
profile.resetexportintervalAdminsResets the profiler export interval timer, causing the next export to happen after a full ExportIntervalS from now
profile.startAdminsStarts recording a Unity Profiler binary log to a timestamped file in the profile/ folder; requires ENABLE_PROFILER build flag
profile.stopAdminsStops the active Unity Profiler binary log recording and finalises the file
profile.stopwatchingallocsAdminsStops tracking of allocations
profile.watchallocsAdminsParams: [Name = ‘Allocs’] [maxStackDepth = 16]. Starts tracking of allocs, dumping a [Name].json.gz record once conditions are met
CommandWho can run itWhat it does
rcon.ban_ipAdminsBan an IP address from RCON, preventing it from connecting and kick any clients from this IP, this is permanent and persistent
rcon.clear_rcon_failed_loginsAdminsClear all failed login attempts
rcon.print_rcon_bansAdminsPrint a table of permanently banned IPs and networks. Use ‘—json’ to return a JSON object
rcon.print_rcon_clientsAdminsPrint a table of connected RCON clients. Use ‘—json’ to return a JSON object
rcon.print_rcon_failed_loginsAdminsPrint a table of clients with failed passwords. Use ‘—json’ to return a JSON object
rcon.unban_ipAdminsUnban an IP address from connecting to RCON, will also remove all attempt history
CommandWho can run itWhat it does
relationshipmanager.acceptinviteAny player
relationshipmanager.addtoteamAdminsAdds the calling player to their existing team, creating the team entry if needed
relationshipmanager.createandaddtoteamAdminsCreates a new team with the calling player and adds the specified player (by UID) to it; returns status string
relationshipmanager.fakeinviteAdminsSends a fake team invite from the given team ID to the calling player; used for testing team invite UI flow
relationshipmanager.forceaddtoteamAdminsAdds a player to a team whether they are on the server or not
relationshipmanager.kickmemberAny player
relationshipmanager.leaveteamAny player
relationshipmanager.promoteAny player
relationshipmanager.promote_idAny player
relationshipmanager.rejectinviteAny player
relationshipmanager.sendinviteAny player
relationshipmanager.sendofflineinviteAny player
relationshipmanager.sleeptoggleAdminsToggles the sleep/wake state of the entity the calling admin player is looking at (within 5m); admin-only
relationshipmanager.trycreateteamAdminsCreates a new team with the calling player as leader; fails if teams are disabled (maxTeamSize == 0)
relationshipmanager.wipe_all_contactsAdminsWipes all relationship contacts data for every player on the server; admin-only
relationshipmanager.wipecontactsAdminsWipes all relationship contacts data for the calling player
CommandWho can run itWhat it does
relay.cfg_reloadAdminsReloads the Rust Relay configuration from disk, this will STOP the Rust Relay feature (restart with relay.restart)
relay.cfg_saveAdminsForces a save of the Rust Relay configuration to disk
relay.clear_queueAdminsClears the relay send queue (useful if things are going wrong with the relay server)
relay.reconnect_resetAdminsClears the reconnect attempt history, resetting the reconnect budget
relay.restartAdminsAttempts to restart the Rust Relay connection (may cause short lag)
relay.rpc_whitelist_addAdminsAdds an RPC Message to the RPC Whitelist
relay.rpc_whitelist_rebuildAdminsRebuilds the RPC Whitelist ID List
relay.rpc_whitelist_removeAdminsRemoves an RPC Message from the RPC Whitelist
relay.shutdownAdminsShutsdown the Rust Relay sever connection
relay.statusAdminsReturns a detailed Rust Relay status report
CommandWho can run itWhat it does
render.print_global_entitiesAdminsPrint off count of global building entities on the server
render.tree_entitiesAdminsPrint off count of trees to ensure server sent them all
CommandWho can run itWhat it does
rentableshop.closenearestshopAdminsClose the nearest shop in 10m. Useful for testing
rentableshop.processrenttickAdmins
rentableshop.randomiseownerofnearestshopAdminsRandomise the owner of the nearest shop in 10m. Useful for testing
rentableshop.resettakeoverprotectionofclosestshopAdminsReset the takeover protection duration of nearest shop. Useful for testing
CommandWho can run itWhat it does
ridablehorse.ragdollAdminsRagdolls the ridable horse entity directly in front of the calling admin player; useful for testing horse physics and death states
ridablehorse.setforsaleAdminsMarks the horse directly in front of the calling admin player as for-sale, enabling the purchase interaction
ridablehorse.sethorsebreedAdminsSets the breed index of the horse directly in front of the calling admin player to the given integer value
CommandWho can run itWhat it does
room.draw_facesAdminsDraws the face outlines and closest-face links of the building block you are looking at and everything connected to it (breadth-first walk). Args: [duration=10] [range=40].
room.draw_networkgroupsAdminsDraws room contents and boundary network groups for the building you are looking at. Green = subscribed, yellow = held but awaiting subscription, red = not held, grey = positional grid. Args: [duration=10] [range=40].
room.draw_portalsAdminsDraws the portals of the building you are looking at (green = open, red = closed)
room.draw_roomsAdminsDraws the faces of the building you are looking at coloured by room. Args: [duration=10] [range=40]. Outside room is dim white; arrows point into the room each face borders.
room.draw_visibleAdminsDraws the faces of every room you can see into from where you stand (green), and the rooms you cannot (red)
room.exportbaseAdminsEditor-only: exports the current room partition to RoomFixtures/<name>.json so it can be replayed offline in the edit-mode tests. Pass a name; defaults to ‘capture’. To capture a base from a live server, copypaste it into an editor server first.
room.exportpastesAdminsEditor-only: pastes every .data file in a directory one at a time and exports each to RoomFixtures/<folder>/<paste>.json for the edit-mode fixture tests. Args: <directory> [folder=directory name]. Pastes that already have a fixture are skipped.
room.occlusionstatsAdminsPrints interior occlusion’s shadow-mode report: how much of the world ended up effectively outside (fail open) and how much each player has hidden
room.printfacesAdminsPrints the closest-face link of every edge on the building block you are looking at. Pass —ddraw to also draw the links.
room.printhiddenAdminsPrints which interior rooms a player can currently see into, i.e. which room network groups they hold. Defaults to yourself.
room.printportalsAdminsPrints every portal of the building you are looking at (rooms joined, filler, open state)
room.printroomsAdminsPrints the room partition of the building you are looking at
room.printvisibleAdminsPrints the room a player is standing in and every room they can see into. Defaults to yourself.
CommandWho can run itWhat it does
rustnav.bakestatsAdminsPrint accumulated navmesh bake statistics. Pass true to reset them instead
rustnav.debugloadAdmins
rustnav.debugpathAdmins
rustnav.debugraycastAdmins
rustnav.debugrebuildtileAdmins
rustnav.debugsampleAdmins
rustnav.debugsaveAdmins
rustnav.drawAdmins
rustnav.dumptilegeoAdminsRebuild one default-navmesh tile synchronously and dump its assembled geometry + heightfield bounds to a file for the offline native-build harness: rustnav.dumptilegeo <tx> <ty> <path>
rustnav.navmeshstatsAdminsList every navmesh (default + independent monuments/islands/ghostships) ranked by accumulated worker build time
rustnav.rebuildAdmins
rustnav.setnumthreadsAdmins
CommandWho can run itWhat it does
santasleigh.dropAdmins
CommandWho can run itWhat it does
satellite.launchAdminsDev: search for a safe crash site around the calling player using the exact same acceptance checks a control computer’s lock-in uses (topology, water, unevenness, safezones, obstructions), then launch the full orbital descent there. Not a full session replica: searches around the player rather than a computer’s semi-random targeting center, always does a fresh scan (no thruster-history reuse), and has no owning computer (no countdown screen, radius floor still enforced, no-build volume self-despawns after impact instead of being computer-managed): satellite.launch [radius]
satellite.launchquickAdminsDev: exactly satellite.launch, same crash-site search and validation, but skips the wait: the satellite spawns already in phase 2, 30 seconds from impact, at the point of the descent path it would normally reach then: satellite.launchquick [radius]
satellite.randomAdminsTrigger a satellite crash at a random valid position on the map
satellite.triggerAdminsTrigger a satellite crash at the calling player’s position or optional coordinates, with an optional satellite mass (kg) driving loot like a computer-controlled crash: satellite.trigger [mass] or satellite.trigger [x z [mass]]
CommandWho can run itWhat it does
server.backupAdminsBackup server folder
server.botcountAdminsReturns the current number of bot (AI-controlled player) entities active on the server
server.broadcastplayvideoAdminsSends a video URL to all connected players, causing the in-game video player to open and play the specified video on every client
server.cheatreportAny playerReport suspected cheating for a player.
server.clear_bushes_radiusAdminsKills all server-side bush entities within a given radius of the calling player (or a specified world position); args: radius [x y z]
server.clear_loot_spawn_cacheAdminsClears the loot spawn cache used to restrict loot into each era
server.clear_trees_radiusAdminsKills all server-side tree entities within a given radius of the calling player (or a specified world position); args: radius [x y z]
server.clearplayerreportcountsAdminsClear the player reports list
server.combatlogAny playerGet the player combat log
server.combatlog_outgoingAny playerGet the player combat log, only showing outgoing damage
server.corpseinfoAdminsGet info on player corpses on the server
server.enforce_era_restrictionsAdminsDeletes items on the server that are not allowed in the era
server.fillchickencoopAdminsDebug command: fills all chicken coops within 5 metres of the calling player to their maximum capacity
server.fpsAdminsPrints the current server frame rate in frames per second
server.listplayerreportcountsAdminsList the amount of reports players on the server have received
server.listtoolcupboardsAdminsPrints all the Tool Cupboards on the server
server.listvendingmachinesAdminsPrints all the vending machines on the server
server.netprotocolAdminsReturns the network protocol identifier string the server is currently using; clients must match this to connect
server.packetlogAdminsPrints a sorted table of network packet types and their cumulative call counts since logging was enabled; requires packetlog_enabled = true
server.player_state_cache_countAdminsPrints the number of player states currently held in the in-memory player state cache
server.player_state_cache_evictionsAdminsPrints the total number of player state cache entries evicted since server startup; high values suggest the cache size should be increased
server.playerlistposAdminsPrints the position of all players on the server
server.printdecryptqueueAdmins
server.printeyesAdminsPrint the current player eyes.
server.printposAdminsPrint the current player position.
server.printposcenterAdminsPrint the current player center position.
server.printreadqueueAdminsPrints the current server incoming network read queue depth (packet count and total byte size)
server.printrotAdminsPrint the current player rotation.
server.printwipeidAdminsPrints the current wipe id of the sav
server.printwritequeueAdminsPrints the current server outgoing network write queue depth (packet count and total byte size)
server.readcfgAdminsReads and executes serverauto.cfg then server.cfg from the server’s cfg folder, applying all saved convar values
server.resetrespawnsAdminsClear all static respawn points
server.resetserveremojiAdminsRescans the serveremoji folder, note that clients will need to reconnect to get the latest emoji
server.rpclogAdminsPrints a sorted table of RPC identifiers, their string names, and cumulative call counts; requires rpclog_enabled = true
server.saveAdminsForce save the current game
server.sendnetworkupdateAdminsSend network update for all players
server.setshowholstereditemsAdminsShow holstered items on player bodies
server.snapshotAdminsThis sends a snapshot of all the entities in the client’s pvs. This is mostly redundant, but we request this when the client starts recording a demo.. so they get all the information.
server.startAdminsStarts a server
server.stopAdminsStops a server
server.unlockrespawnsAdminsUnlock all static respawn points
server.writecfgAdminsWrites config files
CommandWho can run itWhat it does
serverocclusion.occlusionvalidategroupsAdminsValidates that all server occlusion network groups are correctly mapped to their occlusion data; reports any inconsistencies found
serverocclusion.serverocclusiondebugAdminsTests occlusion visibility between two positions
CommandWho can run itWhat it does
sleepingbag.assigntoplayerAdminsReassigns ownership of a sleeping bag (by entity ID) to the calling player; notifies both the old and new owner
sleepingbag.clearfromplayerAdminsClears ownership of a sleeping bag (by entity ID), setting the owner ID to 0 and removing it from the old owner’s bag list
CommandWho can run itWhat it does
softcore.raidwindow_statusAdminsPrint the current raid-window state: server local time, effective hours, and whether the window is open right now
CommandWho can run itWhat it does
spawn.cargoshipdockingtestAdminsSpawns a cargo ship and initiates the harbor docking test sequence at the specified docking path index; used to test cargo ship docking behaviour at harbors
spawn.cargoshipeventAdminsSpawns a cargo ship and starts the cargo ship event immediately, bypassing the normal random event scheduler
spawn.ch47eventAdminsTriggers a CH47 Chinook scientist event targeting the calling player position; optionally pass a start distance in metres (default 300)
spawn.delete_all_populationsAdminsDeletes all entities from every active population spawner on the server at once; effectively despawns all wildlife, NPCs, and resource nodes
spawn.delete_populationsAdminsDeletes all spawned entities belonging to the named population(s); pass one or more population names as arguments to target specific groups
spawn.dump_mapAdminsGenerates a debug spawn map for a named population, simulating up to the given number of spawn attempts and reporting how many would succeed; used to diagnose spawn point coverage
spawn.fill_groupsAdminsFills all spawn groups to their maximum count without waiting for the normal tick interval
spawn.fill_individualsAdminsImmediately respawns all individually tracked entities that are currently missing, bypassing the normal tick_individuals delay
spawn.fill_populationsAdminsImmediately fills all population spawners to their target density; useful after a wipe or server restart to skip the gradual ramp-up period
spawn.ore_mapAdminsRenders a PNG of every spawned ore nodes location to <rootFolder>/debug/ore-nodes.png (blue rings = safezones)
spawn.reportAdminsPrints 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_groupsAdminsClears all spawn groups of already spawned entities, then re-fills them
spawn.respawnloot_allAdminsRespawns loot in all loot containers currently on the server
spawn.respawnloot_lookingatAdminsRespawns loot in the loot container currently being looked at
spawn.respawnloot_radiusAdminsRespawns loot in all loot containers within the given radius
spawn.scalarsAdminsPrints 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 <iterations>AdminsSimulates a number of iterations on the closest loot container and sums up the items spawned
spawn.svshielddummyAdminsServer-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
CommandWho can run itWhat it does
stability.refresh_stabilityAdminsForces an immediate recalculation of stability for all building blocks in the world; expensive on large bases
CommandWho can run itWhat it does
supply.callAdminsCalls in a supply drop to a specific grid coordinate or position; useful for testing supply crate loot tables and airdrop pathing
supply.dropAdminsSpawns a supply drop at the calling admin or player position; the drop falls from the sky with a parachute like a naturally occurring airdrop
CommandWho can run itWhat it does
system.cpu_affinityAdminsSets the CPU core affinity mask for the process using comma-separated core indices or dash-separated ranges (e.g. 0,2-5)
system.cpu_priorityAdminsSets the OS process priority class (belownormal, normal, abovenormal, high); Idle and Realtime are blocked; not supported on OSX
CommandWho can run itWhat it does
telephonemanager.printallphonesAdminsPrints a table of all registered telephone entities showing their number, directory name, and world position
CommandWho can run itWhat it does
territory.clearAdminsClear all territory ownership
territory.createfactionAdminsCreate a faction, or recolour an existing one: territory.createfaction <name> <html colour, e.g. #FF0000 or #FF0000B0>
territory.destroyAdminsRemove the territory grid entirely
territory.factionsAdminsList created factions and their colours
territory.fillAdminsFill every hex cell: territory.fill <faction name|none>
territory.setatAdminsSet the hex cell containing a world position: territory.setat <x> <z> <faction name|none>
territory.setcellAdminsSet a hex cell by index: territory.setcell <cell> <faction name|none>
territory.sethereAdminsSet the hex cell at your position: territory.sethere <faction name|none>
territory.stateAdminsReturns a JSON report of the territory grid: dimensions, offsets and a per-faction breakdown (cells held, share of claimed land, region counts) sorted by holdings
CommandWho can run itWhat it does
travellingvendor.spawnAdminsSpawns a Travelling Vendor at the calling player’s position on the nearest ring road; registered as travellingvendor.spawn
travellingvendor.starteventAdminsSpawns a Travelling Vendor event instance; registered as travellingvendor.startevent
CommandWho can run itWhat it does
triggerbase.clearexcludelayersAdminsRemoves the exclude layer configuration from all registered TriggerBase instances, resetting them to detect all layers
triggerbase.setexcludelayersAdminsApplies the configured exclude layer mask to all registered TriggerBase instances to filter out unwanted layer detections
CommandWho can run itWhat it does
tutorialisland.debugislandpositionsAdmins
CommandWho can run itWhat it does
vddraw.setisrecordingAdminsToggles or explicitly sets VDDraw recording state; when enabled starts capturing DDraw commands for replay; when disabled stops recording
CommandWho can run itWhat it does
vehicle.autohoverAdminsToggles auto-hover mode on the mini-helicopter the calling player is piloting, maintaining altitude automatically without pilot input
vehicle.boatdriftinfoAdminsPrint out boat drift status for all boats
vehicle.fixcarsAdminsFixes up vehicles within 10m of the player by repairing to full hp, adding fuel to engines, and more
vehicle.killboatsAdminsDestroys all boat vehicles (rowboats, RHIBs) currently spawned on the server
vehicle.killcarsAdminsDestroys all modular car vehicles currently spawned on the server
vehicle.killdronesAdminsDestroys all drone vehicles currently spawned on the server
vehicle.killminisAdminsDestroys all minicopter vehicles currently spawned on the server
vehicle.killmotorbikesAdminsDestroys all motorbike vehicles currently spawned on the server
vehicle.killpushbikesAdminsDestroys all push bike vehicles currently spawned on the server
vehicle.killscraphelisAdminsDestroys all scrap transport helicopter vehicles currently spawned on the server
vehicle.killtrainsAdminsDestroys all train vehicles currently spawned on the server
vehicle.setrepairablepadsAdminsForces every repairable vehicle pad on the map to be rebuilt, or pass false to wreck them again.
vehicle.stop_all_trainsAdminsImmediately stops all train entities on the server, zeroing their speed; useful for clearing deadlocked train paths
vehicle.swapseatsAny player
vehicle.swaptoseatAny player
vehicle.train_listAdminsList all train engines with their entity IDs and current speeds.
vehicle.train_speedAdminsSet a train’s target speed in km/h. Usage: vehicle.train_speed <km/h> (look-at) or vehicle.train_speed <id> <km/h>. Negative = reverse.
vehicle.train_speed_allAdminsSet all trains to the same target speed in km/h. Usage: vehicle.train_speed_all <km/h>. Negative = reverse.
vehicle.train_stopAdminsGradually brake a train to a stop. Usage: vehicle.train_stop (look-at) or vehicle.train_stop <id>.
CommandWho can run itWhat it does
vendingmachine.clearallvendingcustomerhistoryAdminsWipe the backend customer stats data on all vending machines. Slow operation.
vendingmachine.clearallvendinghistoryAdminsWipe the backend stats data on all vending machines. Slow operation.
CommandWho can run itWhat it does
voice.togglevoicerangeboostAdminsEnabled/disables voice range boost for a player eg. ToggleVoiceRangeBoost sam 1
CommandWho can run itWhat it does
watertreatmentflowratebroadcast.force_flow_rateAdminsForce the water treatment flow rate per minute. Pass no argument to release the override and return to pressure-derived state.
watertreatmentflowratebroadcast.get_num_broadcastersAdmins
watertreatmentflowratebroadcast.get_num_listenersAdmins
CommandWho can run itWhat it does
watertreatmentwatertank.debug_wtp_pressureAdmins
watertreatmentwatertank.force_pressureAdmins
CommandWho can run itWhat it does
waypointrace.startraceAdmins
CommandWho can run itWhat it does
weather.list_cloud_configsAdminsLists all available volumetric cloud configuration asset names registered in the Climate instance
weather.loadAdminsLoads and applies a named weather preset to the climate system; admin/developer only; server replicates the change to all clients
weather.load_cloud_configAdminsLoads a named volumetric cloud configuration and applies it to the climate override; admin/developer only; server replicates to clients
weather.reportAdminsPrints a detailed report of the current weather state including fog, rain, wind, cloud, and all climate parameter values; admin/developer only
weather.resetAdminsResets all weather overrides and cloud configurations, restoring the dynamic weather system; admin/developer only; server replicates to clients
weather.reset_cloud_configAdminsClears the volumetric cloud configuration override and resets cloud settings to the dynamic weather system; server replicates to clients
CommandWho can run itWhat it does
wipetimer.printtimezonesAdminsPrints a JSON list of all system, Windows, and IANA timezone identifiers available on the server machine
wipetimer.printwipeAdminsPrints the current wipe timer status including next wipe date, frequency, and time remaining
CommandWho can run itWhat it does
workshop.print_approved_skinsAdminsPrints a list of all workshop-approved skins on the server with their item short names and approved skin IDs
CommandWho can run itWhat it does
world.drawboundsAdminsDraws flat wireframe boxes in the world showing world bounds (red), terrain margin (yellow), deep sea bounds (cyan), and portal bounds (green/magenta) for the given duration in seconds
world.monumentsAdminsPrints a table of all monuments on the current map including type, display name, prefab path, and world position; admin/developer only
world.renderlabsAdminsRenders a PNG of the current map’s underwater labs, for a specific floor
world.rendermapAdminsRenders a high resolution PNG of the current map
world.rendertunnelsAdminsRenders a PNG of the current map’s tunnel network
CommandWho can run itWhat it does
xmas.refillAdminsManually triggers a Christmas gift spawn pass, filling the world with gifts up to the giftsPerPlayer target for all connected players
CommandWho can run itWhat it does
ziplinelaunchpoint.highlightAdmins
ziplinelaunchpoint.reportAdmins

Only on a server running Oxide (version 2.0.7830 here). Each one also has a short form with o. in place of oxide.. Carbon has its own commands instead (c.load, c.unload, c.reload, c.plugins).

CommandWhat it does
oxide.grantGive a permission: oxide.grant user <name or SteamID> <permission>, or oxide.grant group <group> <permission>.
oxide.groupAdd or remove a permission group: oxide.group add <group>, oxide.group remove <group>.
oxide.langSet Oxide’s language.
oxide.loadLoad a plugin by name (its .cs file name without .cs).
oxide.pluginsList the loaded plugins with their versions.
oxide.reloadReload a plugin by name, for example after you edit it.
oxide.revokeTake a permission away, in the same form as oxide.grant.
oxide.saveSave Oxide’s permission data now.
oxide.showShow the permissions of a user or a group: oxide.show user <name>, oxide.show group <group>.
oxide.unloadUnload a plugin by name.
oxide.usergroupPut a player in a group or take them out: oxide.usergroup add <name or SteamID> <group>.
oxide.versionPrint the Oxide version the server runs.

These run in your own game client, not on the server, so you type them into the F1 console in game and they are not on the server list above. Most need you to be an admin on the server you are playing on.

CommandWhat it does
accessibility.applyallchangesApplies all pending accessibility colour changes immediately; called automatically when any colour setting changes but can be run manually to force a refresh
admintime <0-24>Set the time of day for your client only (set -1 to disable).
ai.aidebug_loadbalanceoverduereportRequests an AI load balance overdue report from the client, listing AI tasks that exceeded their allotted CPU budget
ai.aidebug_lookatToggles AI debug visualisation for the entity the local admin player is currently looking at
ai.selectnpclookatEditor-only: selects the NPC entity the local player is looking at in the Unity editor hierarchy for inspection
analytics.pending_analyticsShows how many analytics events are pending upload
apartment.printapartmentcullingPrint list of apartments and their culling states
audio.printenginesoundsprint active engine sound info
audio.printsoundsPrints a list of all currently active audio sources with their asset names, volume, and world position
baseplayer.showserverrestartwarningWill show a translated server restart warning on the player screen.
batching.print_memory_batchingPrints a summary of memory used by the mesh batching system, including total combined mesh sizes and buffer allocations
batching.print_memory_batching_detailedPrints a detailed per-batch breakdown of memory usage, listing each batch group with its vertex buffer size and instance count
batching.print_memory_industrialPrints memory usage specifically for industrial pipe batching, separate from general mesh batching
batching.print_renderersPrints a table of all batched renderer groups showing mesh names, vertex counts, and how many instances are batched together
batching.refresh_renderersForces an immediate full rebuild of all mesh batches, reprocessing every renderer in the scene; use after making large scene changes
benchmarkRun a performance simulation test.
bot.crouchForces a bot in view to crouch. [bool] - enables/disables crouch
bot.exec_command[command] Executes a command on the bot you are looking at.
bot.exec_command_all[command] Executes a command on all bots.
bot.exec_command_sphere[radius] [command] Executes a command on all bots within a sphere.
camlerp <value>Smooth out debug camera movement (higher is smoother).
cammountMount the debug camera onto the entity you are looking at.
camspeed <value>Set the debug camera movement speed.
chat.addServer-to-client command that adds a chat message to the local chat UI, including the sender name, message text, and channel type
chat.add2Adds a message to the chat UI. Usage: add2 <channelNum> <steamID> <text> <name> <nameColor> <volume> <nameFormatted>. Use 1 for volume.
chat.clearClears all messages from the chat history display, removing all visible chat lines from the UI
chat.muteMutes a player by name or Steam ID, hiding all their chat messages from the local player
chat.mutelistPrints a list of all players currently muted by the local player, showing their display names and Steam IDs
chat.openOpens the chat input box, focusing it so the local player can begin typing a message immediately
chat.unmuteUnmutes a previously muted player by name or Steam ID, restoring their chat messages in the local player UI
chat.unmuteallRemoves all mutes, restoring chat messages from every previously muted player
cinematicentity.demohideobjectsHides cinematic entities during demos (Use group numbers in HideObjects)
cinematicentity.removedemooverrideRevert cinematic entities in demo playback to their original recorded state
clan.toggleclanToggles the clan GUI
client.benchmarkRuns the client performance benchmark; optionally provide a scene name to bench a specific scene; not available while connected or loading
client.benchmark_demoRuns a demo-based performance benchmark with the given demo file name; separate from normal benchmark to avoid breaking benchmark tooling
client.camphysicalsensortypesPrints a list of all available physical camera sensor type names and their indices for use with camPhysicalSensor
client.connectConnects to a server at the given address:port with an optional protocol string; pass hideIpAddress=true to mask the IP in UI (for streamers)
client.connecthiddenConnects to a server with the IP address hidden from the UI; shorthand for connect with hideIpAddress=true for streamer use
client.consoletoggleToggles the developer tools panel UI; optionally accepts a panel index to open a specific developer tab
client.disconnectDisconnects from the current server; if a demo is being recorded it is also stopped before disconnecting
client.fpsReturns the current client frame rate in frames per second
client.legacyconsoletoggleToggles the legacy developer console UI; optionally forces a specific panel by index
client.openuseroverlayOpens the Steam overlay for a given Steam ID using the specified overlay dialog type; intended for debugging Steam overlay integration
client.pingReturns the client current round-trip ping to the server in milliseconds
client.ping_testForces an immediate refresh of the ping estimator cache, triggering new ping measurements to nearby servers
client.playerseedForces the local player’s or a named player’s character model to use the specified seed value; admin/developer only
client.playvideoDownloads a video from the given HTTP URL and plays it in the in-game video player dialog; blocked if BlockPlayVideo is set
client.printdecryptqueuePrints the current client decryption queue depth including packet count and byte size
client.printeyesPrint the current player eyes.
client.printgridPrint the current player position.
client.printheadPrint the current player head.
client.printinputPrint the current player input.
client.printposPrint the current player position.
client.printposcenterPrint the current player center position.
client.printreadqueuePrints the current client incoming network read queue depth including packet count and byte size
client.printrotPrint the current player rotation.
client.printspeedPrint the speed the current player is travelling in world space
client.printwritequeuePrints the current client outgoing network write queue depth including packet count and byte size
client.reportDumps a list of all client-side entities with their net IDs and prefab names to the console and a timestamped report file
client.reportbugOpens the in-game bug report dialog
client.reportplayerOpens the report player dialog; optionally pre-fills it with the provided Steam ID
client.requesttutorialfromserverSends a server RPC requesting the tutorial to start for this player; resets the decline and completion flags first
client.setlocalplayervisibleWhen called with true, moves the local player model to the AI layer making them visible to NPCs; false moves them to the invisible layer
client.setplayerseedSet the local player’s character model seed, generating a new appearance; admin/developer only
client.setunderwearSets the player’s underwear model by item short name; updates the client skin var and notifies the server of the change
client.shuffleplayerseedRandomises the local player’s character model seed, generating a new random appearance; admin/developer only
client.svForwards the given console command string to the connected server to be executed there; requires appropriate server-side permissions
console.clearClears all entries from the in-game console UI output window
console.copyCopies the entire contents of the in-game console UI output to the system clipboard
copypaste.cancelCancels the current copy/paste selection by resetting both position markers to zero, clearing the selection bounds
copypaste.copyboatCopies the boat or vehicle the player is looking at into a named paste file; functionally identical to copybuilding but semantically distinct for boats
copypaste.copyboxCopies all entities within the current pos1/pos2 selection box to a named paste file; captures a screenshot thumbnail; add —overwrite to replace an existing paste
copypaste.copybuildingCopies the entire building the player is looking at into a named paste file, using the connected building topology to determine what to include
copypaste.copyradiusCopies all entities within the specified radius around the player into a named paste file; args: radius [name]; add —overwrite to replace existing
copypaste.cutCopies the current selection box to a paste file then immediately kills all entities in that box; combines copybox and killbox into a single cut operation
copypaste.deletepaste<name>
copypaste.download_pasteAsks the server to send a legacy server-stored paste file by name; the client must initiate the request so CLIENT_ReceivePaste accepts the reply
copypaste.killboxDestroys all entities within the current pos1/pos2 selection bounds that match the active paste filter flags; effectively the delete half of a cut operation
copypaste.list_pastesLists all paste files stored in the local client copypaste directory with their full file names; similar to listpastes but uses a different directory printer
copypaste.listpastesLists all paste files stored in the local client copypaste directory and prints their names to the console
copypaste.loadclipboardLoads a previously saved paste file by name into the clipboard slot, making it the active paste ready to be placed with the paste command
copypaste.pastePastes the clipboard (or named) paste at the player’s current position, respecting all active paste filter flags
copypaste.paste_gridPastes the specified paste file in an X by Z grid centred on the player, oriented to the player’s facing direction; args: name x_count z_count spacing_metres
copypaste.paste_linePastes the specified paste file multiple times in a straight line in the direction the player is facing; args: name count spacing_metres
copypaste.pos1Sets position 1 of the copy/paste selection box to the player’s current world position; use pos2 to set the opposite corner
copypaste.pos2Sets position 2 (the opposite corner) of the copy/paste selection box to the player’s current world position; updates the selection bounds when both positions are set
copypaste.printselection_clSends the current selection bounds to the server and prints a list of all entity names that fall within that box; useful for previewing a copy before committing
copypaste.renamepasteRenames a locally stored paste file; args: old_name new_name; fails if the old name does not exist or the new name is already taken
copypaste.saveclipboardSaves the current clipboard paste to a named file on disk; add —overwrite to replace an existing paste with the same name
copypaste.setscreenshot<name> Takes a screenshot of what you’re looking at and set it as the thumbnail of that file.
copypaste.undopasteSends an undo request to the server to destroy all entities spawned by the calling player’s most recent paste operation
copypaste.viewscreenshot<name>
crosshair.generate_codeGenerate a code from the current crosshair settings and copy it to clipboard
crosshair.load_codeLoad and apply crosshair settings from a code
crosshair.reset_to_defaultApply the default crosshair configuration
culling.print_occlusionPrints current occlusion culling statistics from the CullingManager, including how many objects are currently culled vs visible
ddraw.arrowarrow {duration} {color} {start} {end} {radius} {distanceFade}
ddraw.boxbox {duration} {color} {pos} {size} {rot} {distanceFade} {zTest}
ddraw.capsulecapsule {duration} {color} {pos} {rot} {radius} {height} {distanceFade}
ddraw.clearClears all active DDraw debug shapes and text overlays from the client display
ddraw.lineline {duration} {color} {start} {end} {distanceFade} {zTest}
ddraw.max_ddraw_countmax_draw_count {max value} (0 = unlimited)
ddraw.spheresphere {duration} {color} {start} {radius} {distanceFade}
ddraw.texttext {duration} {color} {pos} {text} {distanceFade}
debug.clear_bushesRemoves all client-side bush and fern decor objects within the given radius of the player or camera; also sends the radius to the server to clear server-side counterparts
debug.clear_treesSends a command to clear tree decor objects within the given radius of the player or camera position; only affects server-side trees when not in demo playback
debug.clearallfogofwarClears all fog-of-war exploration data for the local player, fully revealing the map; admin-only client action
debug.copydebugworldinfoCopies current world debug info (position, level name, world size, seed) to the system clipboard
debug.debugboatissuePrints detailed info about the rowboat the local player is currently mounted in, including all child entity names, active states, and collider data
debug.debugcameraEnable debug camera mode
debug.debugcamera_clearClears all saved debug camera positions from the current CameraMan instance
debug.debugcamera_fovGet/Set debug camera FOV
debug.debugcamera_guideGet/Set debug camera guide
debug.debugcamera_guide_aspectratioGet/Set debug camera guide aspect ratio
debug.debugcamera_guide_colorGet/Set debug camera guide color
debug.debugcamera_listLists all saved debug camera positions stored in the current CameraMan instance
debug.debugcamera_loadLoads a previously saved debug camera state by name and applies it to the active CameraMan instance
debug.debugcamera_saveSaves the current debug camera position, rotation, and settings under the given name (defaults to the default save slot)
debug.debugcamera_savetofileSaves the current debug camera state to a named file on disk (without extension); useful for sharing camera setups
debug.debugcamera_shakeShake debug camera [amplitude, frequency, duration]
debug.debugcamera_stopshakeStops all debug camera shaking
debug.debugcamera_targetSet debug camera target entity
debug.debugcamera_targetprintPrints the name of the entity currently targeted by the debug camera, or reports if nothing is targeted
debug.debugcamera_unfreezeUnfreeze the player when in debug camera mode
debug.ent_find_radiusGet a list of entity info in radius
debug.lookingatShow info about the entity you are looking at.
debug.lookingat_debugToggle a debug overlay with stats on viewed entities.
debug.noclipToggle admin no clipping
debug.printanimatorsPrints a breakdown of all Animator components in the scene, grouped by controller, showing total count, active, and inactive instances
debug.printcullingvolumeinfoPrints the names of all CullingVolume trigger components overlapping the main camera position; helps debug which culling zones are active
debug.printdebugworldinfoPrints current world debug info (position, level name, world size, seed) to the console; only works when fog-of-war is disabled
debug.printterrainconfigPrints the name of the current terrain config asset loaded by TerrainMeta; useful for confirming which biome or terrain preset is active
debug.repeatcommandRepeats the last command entered into the console window
debug.resetfogofwarResets the local player fog-of-war exploration data, making the entire map unexplored again from the client perspective
debug.setinvis_uiSet/remove debug.invis UI for your player (Does not activate debug.invis!)
debug.showentities<entity_name> <radius> <duration> <client> - Draws gizmos over entities in a radius.
debugcameraEnter free debug camera mode for filming and observation.
debugcamera_autosave true/falseToggle automatic saving of debug camera positions.
debugcamera_guide <0-3>Set the debug camera composition guide overlay.
debugcamera_lerp <value>Set debug camera position smoothing during playback.
debugcamera_load <name>Load a saved debug camera position.
debugcamera_lockLock the debug camera in place.
debugcamera_save <name>Save the current debug camera position.
debugcamera_targetmode <0-2>Set the debug camera target tracking mode.
debugcamera_unfreezeAllow player movement while the debug camera stays fixed.
decal.clearImmediately removes all active decal instances from the scene, clearing all bullet holes, blood splats, and impact marks
demo.browserOpens demo browser
demo.jumpJump to a set time within the demo
demo.pausePauses a running demo (same as setting timescale to 0)
demo.playPlays back a previously recorded demo file by filename, loading the demo world and starting playback from the beginning
demo.playernamesPrints all player names in the demo
demo.readcfgReads the cfg for the current playing demo. This is run when starting a demo
demo.recorderShow/hide demo recorder UI
demo.redocurrentshotDuring demo playback, resets the current camera shot back to its start, replaying it from the beginning
demo.resumeResumes a running demo
demo.skipSkip forward or backwards by a set amount of seconds. Use negative numbers to go backwards.
demo.togglehudToggles the demo playback HUD on or off, equivalent to toggling demo.ui
demo.togglenvgToggles NVG screen effect (only works in demos)
drink <amount>Increase your thirst meter.
eat <amount>Increase your hunger meter.
effects.clearallgibsDestroys all currently active gib objects in the world and reports the count removed; useful for recovering performance after a large battle
effects.currentgibcountPrints the current number of gib objects active in the world; compare against maxgibs to see how close the budget is to being reached
electricbattery.battery’charge’ (default to full), ‘deplete’
ent killDestroy the entity you are looking at.
ent lockLock the door or container you are looking at.
ent unlockUnlock the door or container you are looking at.
ent whoReturn the Steam ID of who placed the entity you are looking at.
entity.debug_lookatPrints debug info about the entity the local player is currently looking at, including net ID, prefab name, and component list
entity.downloadsignDownloads the sign currently being looked at to disk with the supplied filename
entity.spawnatspawnat <entityName> <worldPos> [worldRotationAngles]
entity.spawnherespawnhere <entityName> [distance] [worldRotationAngles]
entity.spawnviewSpawns the entity at the position and orientation of the camera - spawnview <entityName> [distance] [worldRotationAngles]
entity.uploadsignSets a sign to display the given PNG image
fillwater <fresh/salt/rads>Fill your water containers.
fpsDisplay your current frames per second.
fps.startloggingThis is going to log your FPS into a file, call stoplogging to stop the logging
fps.stoploggingStops an active FPS logging session started with fps.StartLogging and writes the collected frame data to disk
gametip.hidegametipHide the current game tip message.
gametip.listgametipsReturns the array of all registered game tip definitions for console inspection
gametip.showtoastWill show a game tip on the player screen <style> <text>
gametip.showtoast_translatedWill show a translated game tip on the player screen <style> <key> <english> <overlay> <args>
geolocation.geo_statusPrint current GeoLocation state
geolocation.phrases_countPrint how many country phrases are loaded
geolocation.searchSimulate a country search query and log matching results
geolocation.statusPrint current GeoLocation state
geolocation.window_statePrint UI_CountrySelection window state
gesture <name>Make your character perform a gesture animation.
global.addcctvcodeAdds a cctv code to a Computer Station, look at the station when running the command
global.adminui_receivecommandsClient-side handler that receives the list of editable server convars from the server and passes it to the admin UI; called server-to-client, not manually
global.adminui_receiveplayerlistClient-side handler that receives a JSON player list from the server and passes it to the admin UI; called server-to-client, not manually
global.adminui_receiveserverinfoClient-side handler that receives serialised server info from the server and passes it to the admin UI; called server-to-client, not manually
global.adminui_receiveugclistClient-side handler that receives a serialised UGC entity list from the server and passes it to the admin UI; called server-to-client, not manually
global.clearcctvcodesClears all cctv codes from a Computer Station, look at the station when running the command
global.entSends a command to the server followed by the ID of the entity we’re looking at
global.execExecutes a named cfg script file from the cfg directory; useful for applying batches of console commands stored in text files
global.hudcomponentToggles or sets the active state of a named HUD component by searching the UIHUD hierarchy; supports special-casing the error text object
global.killallplayersradiusKill all players within the given radius
global.killplayerinviewKill the player you’re looking at
global.readcfgLoads and applies the default graphics config, then reads cfg/client.cfg and cfg/keys.cfg to restore previously saved settings and bindings
global.removecctvcodeRemoves a cctv code to a Computer Station, look at the station when running the command
global.setcctvcameracodeSets the code for a CCTV camera, look at the camera when running the command
global.setrccodeSets the code for a CCTV camera or any remote controllable with an identifier, look at the object when running the command
global.status_clPrints client-side connection status information including connected state, ping, player entity ID, and current map to the client console
global.writecfgSaves all current client console variable values to cfg/client.cfg and all key bindings to cfg/keys.cfg for persistence across game restarts
god true/falseToggle invulnerability and remove resource drain.
graphics.dof_focus_lookingatAdmin cinematic: sets the depth-of-field focus to the point the CameraMan is currently looking at; only works when CameraMan is active
graphics.dof_focus_targetSets a player or entity as the live depth-of-field focus target by name/entity ID; the DoF focus distance tracks the target while set
graphics.dof_nudgeAdjusts the current manual depth-of-field focus distance by the given amount in metres; negative values bring focus closer
graphics.printlodqueuesPrints the current LOD master mesh queue state including pending and in-progress LOD mesh jobs
graphics.reportparticlesystemsPrints a report of all currently playing particle systems with their hierarchy path and particle count; useful for finding expensive particle effects
graphics.reportshadowcastersPrints a report of all visible shadow-casting renderers grouped by mesh name with instance counts; useful for identifying expensive shadow draw calls
graphics.resetmipmapbiasResets the post-process layer mip map bias back to the default value of 0.5
graphics.resolutionsDisplay a list of available resolutions.
graphics.runallshadowpresetsperformancetestsDeveloper-only: sequentially runs shadow performance benchmarks for all shadow quality presets and logs comparative timing results
graphics.runshadowpresetperformancetestDeveloper-only: runs a shadow rendering performance benchmark using the currently selected shadow preset and logs timing results
graphics.setmipmapbiasSets the global mip map bias for the post-process layer ; lower values use lower-resolution mip maps to save VRAM
graphics.vram_reportReturns a formatted VRAM usage report showing estimated memory usage for meshes, textures, render targets, and total graphics memory
grass.print_foliagePrints statistics about the current foliage system state, including active grass instance counts and memory usage
grass.refresh_foliageForces an immediate refresh of all foliage and grass placement, reprocessing the entire visible grass field
heal <amount>Restore your health by an amount.
hero.showTriggers the hero DLC promotional banner to display in the main menu UI
hurt <amount>Damage your character by an amount.
injure <amount>Wound your character.
input.bindbind <key> <commands> - runs commands whenever the given key (or key combo) is pressed, prefix command lists with ~ to cycle instead
input.bind_defaultbind_default <key> <commands> - like bind, but translates the key token from US-QWERTY convention to the active layout. Used by keys_default.cfg so AZERTY/QWERTZ players get sensible binds out of the box
input.clearbindsResets all key bindings to their defaults, removing any custom bind configurations
input.printbindsPrints all current key bindings to the console, listing each action and the key or button assigned to it
instruments.clearautoplayoverrideClears the overriden autoplay recording of the current instrument
instruments.clearmidibindsClears any binds for the current instrument
instruments.midiinfoPrints out all the notes that can accept midi inputs on the current instrument
instruments.overrideautoplayOverride the autoplay recording of the current instrument
instruments.playnotePlays a note on the current instrument. Eg. playnote c#7, playnote d, playnote f#
instruments.playrecordingPlays a saved Instrument recording. Arg0 is filename (no extension)
instruments.printmidibindsPrints all current rebinds for the current instrument
instruments.printrecordingPrints a debug readout of a recording
instruments.printrecordingpathPrints the path of the autoplay recording for this instrument
instruments.rebindmidiRebinds signal A into signal B. eg. rebindMidi 67 48
instruments.startrecordingStarts an instrument recording. Must supply a filename (no extension)
instruments.stoprecordingStops the current instrument recording
inventory.examineheldTriggers the examine action on the item the local player is currently holding, showing its detailed description panel; requires key input to not be suppressed
inventory.listcraftcountsPrints the per-item craft count totals for the local player to the console; admin-only; shows how many of each item have been crafted this session
inventory.loadoutui_receiveloadoutlistReceives the JSON-encoded list of saved admin loadouts from the server and passes it to the loadout UI for display; called server-to-client, not manually
inventory.pipetteSelects the item you’re looking at, gives it to you if you don’t have it in your inventory
inventory.resetcraftcountsResets the per-item craft counters on the local player back to zero; admin-only; useful for resetting craft tracking during testing
inventory.selectitemSelects the item you’re looking at, if in your inventory
inventory.toggleToggles the player inventory screen open or closed; blocked if any keyboard-consuming UI (e.g. text input) is currently active
inventory.togglecraftingToggles the crafting panel open or closed; blocked if any keyboard-consuming UI is active
keyboardmidi.reloadreload the mappings, useful when editing in the background
killKill your character and open the respawn menu.
layer.cullingPrints the current camera culling mask as a list of all visible and hidden Unity layers
layer.hideHides the specified Unity layer from the camera by removing it from the culling mask; accepts a layer name or index
layer.showMakes the specified Unity layer visible by restoring it to the camera culling mask; accepts a layer name or index
layer.toggleToggles visibility of the specified Unity layer in the camera culling mask; accepts a layer name or index
mesh.list_skinnedDumps all active SkinnedMeshRenderers to a file. [Filter] [VisibleOnly]
meta.execexec [command_1] … - runs all of the commands passed as arguments (also, if the last argument is true/false then that will flow into each command’s arguments)
meta.if_falseif_false <command> <condition> - runs a command if the condition is false
meta.if_trueif_true <command> <condition> - runs a command if the condition is true
meta.reset_cyclereset_cycle <key> - resets a cycled bind to the beginning
midiconvar.bindkeyoffBinds a note key being released to a convar eg. BindMidiKeyOff NOTE CHANNEL kill
midiconvar.bindkeyonBinds a note key being pressed to a convar eg. BindMidiKeyOn NOTE CHANNEL kill
midiconvar.bindknobBinds a given knob to a convar with min/max eg. BindMidiKnob NOTE CHANNEL graphics.fov 70 90
midiconvar.bindknobrelativeBinds a given knob to a convar with a relative rate for endless scrolling eg. BindMidiKnob NOTE CHANNEL graphics.fov 1
midiconvar.clearallbindingsClears all registered MIDI input-to-convar bindings; admin-only; requires MidiConvar instance to be active
midiconvar.printbindingsPrints all current MIDI-to-convar bindings to the console; admin-only; requires MidiConvar instance to be active
midiconvar.reloadbindingsReloads midi bindings from disk
music.infoPrints the name of the currently playing music track and its playback position to the console
netgraph.enabled true/falseToggle the network debug overlay.
networkprofiler.profile[time to profile(in seconds), min(0.1), max, float]
nexus.redirectDisconnect and connect to a new server. Can be run from the server. Usage: <address> [port] [protocol]
nobuildzonematerialcontroller.setheight[0.0-10]
nobuildzonematerialcontroller.setstrengthday[0.0-1.0]
nobuildzonematerialcontroller.setstrengthnight[0.0-1.0]
noclipToggle flight mode that ignores collision.
note.craft_addServer-to-client notification that adds a new crafting task to the client crafting queue UI, showing the item, amount, and skin being crafted
note.craft_doneServer-to-client notification that a crafting task has finished; updates the queue UI and triggers success or failure feedback
note.craft_fasttrackedServer-to-client notification that a crafting task has been fast-tracked (instant completed), immediately removing it from the queue display
note.craft_startServer-to-client notification that marks a crafting task as started with a completion time, updating the crafting queue timer display
note.invServer-to-client notification that displays an item pickup notice and increments the relevant Steam stat counters for harvesting and pickup achievements
notifications.addfakenoticesInjects a set of fake account notice entries into the notification system for testing notification display and interaction
notifications.dumpnotificationsLogs all active notification entries to the console showing ID, type, seen state, link, and text for debugging
notifications.forceprocessForces an immediate notification processing pass and refreshes the notification UI; bypasses normal schedule
notifications.refreshClears all notification visuals and rebuilds them from the current notifications list for UI debugging
party.connectpartyConnects the local player to the same server as the rest of their party if a party server is set
party.createpartyCreates a new party for the local player, generating a unique party ID and making the player the party leader
party.fakepartyinviteDebug command that simulates receiving a party invite from a fake player, used to test the party invite UI flow
party.invitepartySends a party invite to the named player or Steam ID, requesting they join the local player party
party.joinpartyJoins an existing party using the given party ID or invite token
party.kickpartyKicks the specified party member by name or Steam ID from the current party; party leader only
party.leavepartyRemoves the local player from their current party, disbanding it if they are the last member
party.printpartyPrints the current party state to the console, listing all members, their Steam IDs, and the party ID
perf <0-6>Show performance metrics at the bottom-left of the screen.
pingShow your connection latency to the server.
player.cinematic_listPrints a table of all available cinematic animation states and their clip names and durations; admin/developer only; used for selecting animations in cinematics
player.gestureSends a request to the server to start the named gesture on the local player; the gesture name must match a valid entry in the gesture collection
player.list_cinematic_gesturesPrints a list of all gesture convar names that are tagged as cinematic type; used to discover available gesture names for use with player.gesture
player.petcmdIssues a command to the local player’s pet; first argument is the command type index, second is the target entity ID; used for controlling tamed animals
playermodel.debugheadbugAdmin-only: scans players within 50m and logs head IK debug data for each PlayerModel to diagnose head bone alignment bugs
refillvitalsRestore your health, hunger and thirst to maximum.
render.expand_instancingForces GPU instancing to expand and rebatch a specific instancing group by name; useful for debugging instancing issues without restarting
render.print_instanced_cellPrint number of meshes inside a single grid
render.print_instanced_debugPrint off array size and memory usage to ensure no memory leaks & debug rendering system
render.print_instanced_renderersPrint off number of each mesh inside instanced rendering system (including outside of render range)
render.print_tree_countsPrint off count of trees to ensure server sent them all
render.test_instancing_cullingSpawn (default 50k) prefabs spread across the map to quickly test instanced rendering system in isolation
rgbeffects.pulsePulses all RGB lighting devices to a given colour over the specified duration in seconds; uses the RGB controller pulse animation
rgbeffects.staticSets all RGB lighting devices to a static colour; takes an RGBA colour argument and applies it to the RGB controller instance
safemode.applysafemodeconfigApplies a known set of safe settings to ensure the game boots
screenshot.takehiresscreenshotTakes a high-resolution screenshot using the configured custom width or the default upscale factor
screenshot.takehirestransparentscreenshotTakes a high-resolution screenshot with a transparent background for use in promotional material
screenshot.takescreenshotTakes a standard resolution screenshot and saves it to the screenshots folder
screenshot.taketransparentscreenshotTakes a screenshot with a transparent background by disabling skybox and terrain rendering
sleepMake your character fall asleep.
spawn <entity>Spawn an entity where you are looking.
spawn.shielddummyRaycasts from the camera and requests the server to spawn a shield-holding dummy player at the hit point, facing away from the camera; pass true to holster the shield
spawnitem <item>Spawn an item where you are looking.
steam.achievementsPrints a list of all Steam achievements and their current unlock status for the local player; useful for testing achievement triggers
steam.refresh_nickname_cacheForces an immediate refresh of the cached Steam display names for all players currently on the server
steam.resetstatsResets all Steam stats and achievements for the local player to zero/locked; dev use only for achievement testing
store.addfeaturingAdds a new featuring entry to the store (debug only). add_featuring <ItemID> <HeaderText> <TitleText> <SubtitleText> <ImageUrl> <VideoUrl> <TargetUrl> <Priority>
store.addtocartAdds the specified item by store listing ID to the current shopping cart for purchase testing
store.clearcartClears all items from the current shopping cart without completing a purchase
store.fakecheckoutfakeCheckout <success> <itemId1,itemId2,…>
store.printgeneralstorePrints a list of all items in the general section of the item store
store.printweeklyitemsPrints a list of all items currently tagged as weekly featured skins in the item store
store.refreshForces an immediate refresh of the in-game item store data, re-fetching the current weekly skins and store catalogue from the backend
teleport2markerTeleport yourself to your map marker.
teleportlosTeleport to the nearest object in your line of sight.
terrain.debugShows terrain debug info at the camera position including blend weights for terrain layers, topology flags, and splat map values
texture.statsGet statistics about texture memory and the texture streaming system.
tincanalarm.wiredistancecullingEnable/disable the wire distance culling
ui_dropscontroller.testdropcrashDeliberately creates a drops array with null entries and passes it to the controller to test null reference handling in drop rendering
ui_interactiontoast.testerrormodalOpens a test disconnection error modal with a sample exception message; used for testing the error toast UI
ui_interactiontoast.testmodalOpens a test interaction modal dialog with placeholder text; used for testing modal UI layout and button callbacks
ui_mainmenumanager.navigateNavigates the main menu UI to the specified URL or section path using the UI_MainMenuManager navigation system
ui_menubackgroundvideo.emulateerrorTriggers the video error handler on the main menu background video component, simulating a video load failure for UI testing
ui_menubackgroundvideo.forcenextvideoForces all active main menu background video players to advance to the next video in their playlist immediately
ui_notifications.addtestnotificationAdds a test notification of the given type and text to the notifications UI; used for testing notification display during development
ui_steaminventorycrafting.resetwarningResets the Steam inventory crafting warning popup flag so it shows again on the next crafting attempt
ui.loadsignAdmin only: Loads an image from disk into the currently editing sign
ui.printcanvasesPrints a list of all active Unity Canvas components, their render mode, sort order, and screen size for UI layout debugging
ui.printmaskupdategroupsPrints a list of all UI mask update groups and how many masked UI elements each contains, for debugging UI batching
ui.printshadowupdategroupsPrints all UI shadow update groups and their element counts, used to debug shadow rendering batching in the UI system
ui.printtextsReports all the TMP texts set as non-static, being updated by TMP_UpdateManager
ui.savesignSaves the sign image you are currently editing to disk with the given filename
uicontacts.togglecontactsToggles the contacts panel open or closed; blocked if any keyboard-capturing UI is active
weather.debug_cloud_positionPrints the current cloud system world position and layer offsets to the console; useful for debugging cloud layer alignment on the map
weather.savetofileSaves the current environment and weather snapshot to cfg/<name>.cfg so it can later be restored with exec
workshop.print_loaded_skinsPrints a list of all workshop skins currently loaded in the client, showing their item short name and skin ID
world.printrailsPrint list of all railroad meshes