Here is every single convar as of the time of posting, sadly not all of them have a description but I’ll add our own overtime.

If you wish to know more about using commands please read about Changing Server Variables

Command Default Value Description
aithinkmanager.framebudgetms 2.5
generate_paths True
decayminutes 180 How long before a horse dies unattended
bear.population 2 Population active on the server, per square km
spinfrequencyseconds 45
boar.population 5 Population active on the server, per square km
egress_duration_minutes 10
event_duration_minutes 50
event_enabled True
loot_round_spacing_minutes 10
loot_rounds 3
chicken.population 3 Population active on the server, per square km
clothloddist 20 distance cloth will simulate until
echo
find Find a Command
ban Ban a user by SteamID
banid
banlist List of banned users (sourceds compat)
banlistex List of banned users – shows reasons and usernames
bans List of banned users
buildinfo Get information about this build
clientperf Display performance information for all users (FPS / Mem Useage)
entid
kick Kick Player
kickall Kick All Players
listid List of banned users, by ID (sourceds compat)
moderatorid Add a Moderator
mutechat Mute Players Chat
mutevoice Mute players Voice
ownerid Add an Admin
playerlist Get a list of players
players Print out currently connected clients etc
removemoderator Remove a Moderator
removeowner Remove an Admin
say Sends a message in chat
serverinfo Get a list of information about the server
skipqueue Allow a user to skip the current queue
stats Print out stats of currently connected clients
status Print out currently connected clients
unban Unban a SteamID
unmutechat Unmute a players chat
unmutevoice Unmute a players voice
users Show user info for players on server.
aidebug_loadbalanceoverduereportserver
aidebug_toggle
ailoadbalancerupdateinterval Set the update interval for the behaviour ai of animals and npcs. (Default: 0.25)
aimanagerloadbalancerupdateinterval Set the update interval for the agency of dormant and active animals and npcs. (Default: 2.0)
animal_ignore_food True If animal_ignore_food is true, animals will not sense food sources or interact with them (server optimization). (default: true)
animalsenseloadbalancerupdateinterval Set the update interval for animal senses that updates the knowledge gathering of animals. (Default: 0.2)
defaultloadbalancerupdateinterval Set the update interval for the default load balancer, currently used for cover point generation. (Default: 2.5)
frametime 5
ignoreplayers False AI Ignores Players
move True Animals Movement
nav_carve_height 2 The height of the carve volume. (default: 2)
nav_carve_min_base_size 2 The minimum size we allow a carving volume to be. (default: 2)
nav_carve_min_building_blocks_to_apply_optimization 25 The minimum number of building blocks a building needs to consist of for this optimization to be applied. (default: 25)
nav_carve_size_multiplier 4 The size multiplier applied to the size of the carve volume. The smaller the value, the tighter the skirt around foundation edges, but too small and animals can attack through walls. (default: 4)
nav_carve_use_building_optimization False If nav_carve_use_building_optimization is true, we attempt to reduce the amount of navmesh carves for a building. (default: false)
npc_alertness_drain_rate 0.01 npc_alertness_drain_rate define the rate at which we drain the alertness level of an NPC when there are no enemies in sight. (Default: 0.01)
npc_alertness_to_aim_modifier 0.5 This is multiplied with the current alertness (0-10) to decide how long it will take for the NPC to deliberately miss again. (default: 0.33)
npc_alertness_zero_detection_mod 0.5 npc_alertness_zero_detection_mod define the threshold of visibility required to detect an enemy when alertness is zero. (Default: 0.5)
npc_cover_compromised_cooldown 10 npc_cover_compromised_cooldown defines how long a cover point is marked as compromised before it’s cleared again for selection. (default: 10)
npc_cover_info_tick_rate_multiplier 20 The rate at which we gather information about available cover points. Minimum value is 1, as it multiplies with the tick-rate of the fixed AI tick rate of 0.1 (Default: 20)
npc_cover_path_vs_straight_dist_max_diff 2 npc_cover_path_vs_straight_dist_max_diff defines what the maximum difference between straight-line distance and path distance can be when evaluating cover points. (default: 2)
npc_cover_use_path_distance True If npc_cover_use_path_distance is set to true then npcs will look at the distance between the cover point and their target using the path between the two, rather than the straight-line distance.
npc_deliberate_hit_randomizer 0.85 The percentage away from a maximum miss the randomizer is allowed to travel when shooting to deliberately hit the target (we don’t want perfect hits with every shot). (default: 0.85f)
npc_deliberate_miss_offset_multiplier 1.25 The offset with which the NPC will maximum miss the target. (default: 1.25)
npc_deliberate_miss_to_hit_alignment_time 1.5 The time it takes for the NPC to deliberately miss to the time the NPC tries to hit its target. (default: 1.5)
npc_door_trigger_size 1.5 npc_door_trigger_size defines the size of the trigger box on doors that opens the door as npcs walk close to it (default: 1.5)
npc_enable True If npc_enable is set to false then npcs won’t spawn. (default: true)
npc_families_no_hurt True If npc_families_no_hurt is true, npcs of the same family won’t be able to hurt each other. (default: true)
npc_gun_noise_silencer_modifier 0.15 The modifier by which a silencer reduce the noise that a gun makes when shot. (Default: 0.15)
npc_htn_player_base_damage_modifier 1.15 Baseline damage modifier for the new HTN Player NPCs to nerf their damage compared to the old NPCs. (default: 1.15f)
npc_htn_player_frustration_threshold 3 npc_htn_player_frustration_threshold defines where the frustration threshold for NPCs go, where they have the opportunity to change to a more aggressive tactic. (default: 3)
npc_ignore_chairs True If npc_ignore_chairs is true, npcs won’t care about seeking out and sitting in chairs. (default: true)
npc_junkpile_a_spawn_chance 0.1 npc_junkpile_a_spawn_chance define the chance for scientists to spawn at junkpile a. (Default: 0.1)
npc_junkpile_dist_aggro_gate 8 npc_junkpile_dist_aggro_gate define at what range (or closer) a junkpile scientist will get aggressive. (Default: 8)
npc_junkpile_g_spawn_chance 0.1 npc_junkpile_g_spawn_chance define the chance for scientists to spawn at junkpile g. (Default: 0.1)
npc_max_junkpile_count 30 npc_max_junkpile_count define how many npcs can spawn into the world at junkpiles at the same time (does not include monuments) (Default: 30)
npc_max_population_military_tunnels 3 npc_max_population_military_tunnels defines the size of the npc population at military tunnels. (default: 3)
npc_max_roam_multiplier 3 This is multiplied with the max roam range stat of an NPC to determine how far from its spawn point the NPC is allowed to roam. (default: 3)
npc_only_hurt_active_target_in_safezone True If npc_only_hurt_active_target_in_safezone is true, npcs won’t any player other than their actively targeted player when in a safe zone. (default: true)
npc_patrol_point_cooldown 5 npc_patrol_point_cooldown defines the cooldown time on a patrol point until it’s available again (default: 5)
npc_reasoning_system_tick_rate_multiplier 1 The rate at which we tick the reasoning system. Minimum value is 1, as it multiplies with the tick-rate of the fixed AI tick rate of 0.1 (Default: 1)
npc_respawn_delay_max_military_tunnels 1920 npc_respawn_delay_max_military_tunnels defines the maximum delay between spawn ticks at military tunnels. (default: 1920)
npc_respawn_delay_min_military_tunnels 480 npc_respawn_delay_min_military_tunnels defines the minimum delay between spawn ticks at military tunnels. (default: 480)
npc_sensory_system_tick_rate_multiplier 5 The rate at which we tick the sensory system. Minimum value is 1, as it multiplies with the tick-rate of the fixed AI tick rate of 0.1 (Default: 5)
npc_spawn_on_cargo_ship True Spawn NPCs on the Cargo Ship. (default: true)
npc_spawn_per_tick_max_military_tunnels 1 npc_spawn_per_tick_max_military_tunnels defines how many can maximum spawn at once at military tunnels. (default: 1)
npc_spawn_per_tick_min_military_tunnels 1 npc_spawn_per_tick_min_military_tunnels defineshow many will minimum spawn at once at military tunnels. (default: 1)
npc_speed_crouch_run 0.25 npc_speed_crouch_run define the speed of an npc when in the crouched run state, and should be a number between 0 and 1. (Default: 0.25)
npc_speed_crouch_walk 0.1 npc_speed_walk define the speed of an npc when in the crouched walk state, and should be a number between 0 and 1. (Default: 0.1)
npc_speed_run 0.4 npc_speed_walk define the speed of an npc when in the run state, and should be a number between 0 and 1. (Default: 0.4)
npc_speed_sprint 1 npc_speed_walk define the speed of an npc when in the sprint state, and should be a number between 0 and 1. (Default: 1.0)
npc_speed_walk 0.18 npc_speed_walk define the speed of an npc when in the walk state, and should be a number between 0 and 1. (Default: 0.18)
npc_use_new_aim_system True If npc_use_new_aim_system is true, npcs will miss on purpose on occasion, where the old system would randomize aim cone. (default: true)
npc_use_thrown_weapons True If npc_use_thrown_weapons is true, npcs will throw grenades, etc. This is an experimental feature. (default: true)
npc_valid_aim_cone 0.8 npc_valid_aim_cone defines how close their aim needs to be on target in order to fire. (default: 0.8)
npc_valid_mounted_aim_cone 0.92 npc_valid_mounted_aim_cone defines how close their aim needs to be on target in order to fire while mounted. (default: 0.92)
npcsenseloadbalancerupdateinterval Set the update interval for npc senses that updates the knowledge gathering of npcs. (Default: 0.2)
ocean_patrol_path_iterations 100000
selectnpclookatserver
sensetime 1
think True Animals Attack
ai.tickrate 5
admincheat True
debuglevel 1
enforcementlevel 1
eye_clientframes 2
eye_forgiveness 0.5
eye_penalty 0
eye_protection 2
eye_serverframes 2
flyhack_extrusion 2
flyhack_forgiveness_horizontal 1.5
flyhack_forgiveness_vertical 1.5
flyhack_margin 0.05
flyhack_maxsteps 15
flyhack_penalty 100
flyhack_protection 3
flyhack_reject False
flyhack_stepsize 0.1
forceposition True
maxdeltatime 1
maxdesync 1
maxviolation 100
melee_clientframes 2
melee_forgiveness 0.5
melee_penalty 0
melee_protection 3
melee_serverframes 2
modelstate True
noclip_backtracking 0.01
noclip_margin 0.09
noclip_maxsteps 15
noclip_penalty 0
noclip_protection 3
noclip_reject True
noclip_stepsize 0.1
objectplacement True
projectile_clientframes 2
projectile_forgiveness 0.5
projectile_penalty 0
projectile_protection 5
projectile_serverframes 2
projectile_trajectory_horizontal 1
projectile_trajectory_vertical 1
relaxationpause 10
relaxationrate 0.1
reporting True
speedhack_forgiveness 2
speedhack_penalty 0
speedhack_protection 2
speedhack_reject True
speedhack_slopespeed 10
userlevel 2
batching.verbose 0
bradley.enabled True
quickrespawn
respawndelayminutes 60
respawndelayvariance 1
chat.enabled True
chat.search
serverlog True
chat.tail
console.search
console.tail
frameminutes 30
instant False Craft Instantly
export
breakheld Break the current held object
debug.breakitem Break all the items in your inventory whose name match the passed string
callbacks False
checktriggers False
disablecondition False Do not damage any items
drink
eat
flushgroup Takes you in and out of your current network group, causing you to delete and then download all entities in your PVS again
hurt
log True
puzzlereset reset all puzzles
renderinfo
stall
bracket_0_blockcount 15 Between 0 and this value are considered bracket 0 and will cost bracket_0_costfraction per upkeep period to maintain
bracket_0_costfraction 0.1 blocks within bracket 0 will cost this fraction per upkeep period to maintain
bracket_1_blockcount 50 Between bracket_0_blockcount and this value are considered bracket 1 and will cost bracket_1_costfraction per upkeep period to maintain
bracket_1_costfraction 0.15 blocks within bracket 1 will cost this fraction per upkeep period to maintain
bracket_2_blockcount 125 Between bracket_1_blockcount and this value are considered bracket 2 and will cost bracket_2_costfraction per upkeep period to maintain
bracket_2_costfraction 0.2 blocks within bracket 2 will cost this fraction per upkeep period to maintain
bracket_3_blockcount 200 Between bracket_2_blockcount and this value (and beyond) are considered bracket 3 and will cost bracket_3_costfraction per upkeep period to maintain
bracket_3_costfraction 0.333 blocks within bracket 3 will cost this fraction per upkeep period to maintain
decay.debug False
delay_metal 0 How long should this building grade decay be delayed when not protected by upkeep, in hours
delay_override 0 When set to a value above 0 everything will decay with this delay
delay_stone 0 How long should this building grade decay be delayed when not protected by upkeep, in hours
delay_toptier 0 How long should this building grade decay be delayed when not protected by upkeep, in hours
delay_twig 0 How long should this building grade decay be delayed when not protected by upkeep, in hours
delay_wood 0 How long should this building grade decay be delayed when not protected by upkeep, in hours
duration_metal 8 How long should this building grade take to decay when not protected by upkeep, in hours
duration_override 0 When set to a value above 0 everything will decay with this duration
duration_stone 5 How long should this building grade take to decay when not protected by upkeep, in hours
duration_toptier 12 How long should this building grade take to decay when not protected by upkeep, in hours
duration_twig 1 How long should this building grade take to decay when not protected by upkeep, in hours
duration_wood 3 How long should this building grade take to decay when not protected by upkeep, in hours
outside_test_range 50 Maximum distance to test to see if a structure is outside, higher values are slower but accurate for huge buildings
scale 1
tick 600
upkeep True Is upkeep enabled
upkeep_grief_protection 1440 How many minutes can the upkeep cost last after the cupboard was destroyed? default : 1440 (24 hours)
upkeep_heal_scale 1 Scale at which objects heal when upkeep conditions are met, default of 1 is same rate at which they decay
upkeep_inside_decay_scale 0.1 Scale at which objects decay when they are inside, default of 0.1
upkeep_period_minutes 1440 How many minutes does the upkeep cost last? default : 1440 (24 hours)
debug_toggle
deleteby Destroy all entities created by this user
find_entity
find_group
find_id
find_parent
find_radius
find_self
find_status
nudge
spawnlootfrom
spawn
spawnitem
addtime
day 10
month 5
progresstime False
time 14.07937
year 2024
limit 20
collect
gc.enabled True
incremental_enabled True
incremental_milliseconds 3
gc.unload
breakitem
colliders
developer 0
error
free
injure
maxthreads 8
objects
perf 0
queue
quit
report
restart
sleep
spectate
subscriptions
sysinfo
sysuid
teleport
teleport2me
teleportany
teleportpos
textures
timewarning False
version
halloween.enabled False
murdererpopulation 0 Population active on the server, per square km
scarecrow_beancan_vs_player_dmg_modifier 0.1 Modified damage from beancan explosion vs players (Default: 0.1).
scarecrow_body_dmg_modifier 0.25 Modifier to how much damage scarecrows take to the body. (Default: 0.25)
scarecrow_chase_stopping_distance 0.5 Stopping distance for destinations set while chasing a target (Default: 0.5)
scarecrow_throw_beancan_global_delay 8 The delay globally on a server between each time a scarecrow throws a beancan (Default: 8 seconds).
scarecrowpopulation 0 Population active on the server, per square km
scarecrows_throw_beancans True Scarecrows can throw beancans (Default: true).
cd
del
ls
defs
give
giveall
givearm
giveid
giveto
reloaddefs
resetbp
unlockall
printmanifest
printmanifestraw
full
managed
native
visdebug False
bulletaccuracy 2
bulletdamagescale 1
heli.call
calltome
heli.drop
guns 1
lifetimeminutes 15
strafe
testpuzzle
autosynctransforms True
batchsynctransforms True
bouncethreshold 2
droppedmode 2 The collision detection mode that dropped items and corpses should use
gravity 1 Gravity multiplier
minsteps 8 The slowest physics steps will operate
sendeffects True Send effects to clients when physics objects collide
sleepthreshold 0.005
solveriterationcount 3 The default solver iteration count permitted for any rigid bodies (default 7). Must be positive
steps 16 The amount of physics steps per second
tickrate_cl 20
tickrate_sv 16
clear_assets
clear_memory
clear_prefabs
pool.debug False
pool.enabled True
export_prefabs
mode 2
print_assets
print_memory
print_prefabs
profile.start
profile.stop
hostileduration 120 how long until something is considered hostile after it attacked
targetall False target everyone regardless of authorization
arrowarmor 1
arrowdamage 1
authtimeout 60
backup Backup server folder
bleedingarmor 1
bleedingdamage 1
branch
bulletarmor 1
bulletdamage 1
cinematic False
combatlogdelay 10
combatlogsize 30
compression False
corpsedespawn 300
corpses True
cycletime 500
debrisdespawn 30
description No server description has been provided. Server Browser Description
dropitems True
encryption 2
entitybatchsize 100
entitybatchtime 1
entityrate 16
events True
fps Display current server FPS
globalchat True
headerimage Server Browser Image 512x256px .png / .jpg only
hostname Hostname Your Server Name
identity my_server Name of Server within the Rust Directory
idlekick 30
idlekickadmins 0
idlekickmode 1
server.ip Server IP
ipqueriespermin 30
itemdespawn 300
level CraggyIsland Set Server Level Type
levelurl Download URL for Custom Maps
maxcommandpacketsize 1000000
maxcommandspersecond 100
maxpacketsize 5000000
maxpacketspersecond 1500
maxplayers 500
maxreceivetime 20
maxrpcspersecond 200
maxtickspersecond 300
maxunack 4
meleearmor 1
meleedamage 1
metabolismtick 1
netcache True
netcachesize 0
netlog False
official False Enables Official Status (Achievements)
plantlightdetection True
planttick 60
planttickscale 1
playerserverfall True
playertimeout 60
server.port 28015 Server Game Port
printeyes Print the current player eyes.
printpos Print the current player position.
printrot Print the current player rotation.
pve False
queriespersecond 2000
queryport 0
radiation True Radiation Enabled
readcfg
respawnresetrange 50
salt 1641456536 Randomises spawning of nodes etc
server.save Force save the current game
savecachesize 1881
saveinterval 600
schematime 1800
secure True
seed 31469485
sendnetworkupdate Send network update for all players
setshowholstereditems Show holstered items on player bodies
showholstereditems True
stability True
server.start Starts a server
server.stats False
server.stop Stops a server
server.tickrate 10
updatebatch 512
updatebatchspawn 1024
url
worldsize 1024
woundingenabled True
writecfg Writes config files
fill_groups
fill_individuals
fill_populations
max_density 1
max_rate 1
min_density 0.5
min_rate 0.5
player_base 100
player_scale 2
spawn.report
respawn_groups True
respawn_individuals True
respawn_populations True
scalars
tick_individuals 300
tick_populations 60
accuracy 0.001
collapse 0.05
refresh_stability
stabilityqueue 9
strikes 10
surroundingsqueue 3
stability.verbose 0
supply.call
supply.drop
fixeddelta 0.0625
maxdelta 0.125
pausewhileloading True
timescale 1
global_broadcast False
boat_corpse_seconds 300
attack False
damage False
hitboxes False
lineofsight False
protection False
sense False
triggers False
weakspots False
clouds
fog
rain
wind
print_approved_skins
cache True
xmas.enabled False
giftsperplayer 2
refill
spawnattempts 5
spawnrange 40
dump
rcon.ip
rcon.port 28015
print False If true, rcon commands etc will be printed in the console
web True If set to true, use websocket rcon. If set to false use legacy, source engine rcon.
decayseconds 7200 How many seconds until the crate is destroyed without any hack attempts
requiredhackseconds 900 How many seconds for the crate to unlock
horse.population 0 Population active on the server, per square km
hotairballoon.outsidedecayminutes 180 How long before a HAB is killed while outside
hotairballoon.population 1 Population active on the server
serviceceiling 200
backtracking 8
ioentity.framebudgetms 1
responsetime 0.1
minicopter.outsidedecayminutes 240 How long before a minicopter is killed while outside
minicopter.population 1 Population active on the server
motorrowboat.outsidedecayminutes 180 How long before a boat is killed while outside
motorrowboat.population 4 Population active on the server
sleeperhostiledelay 1200 How many seconds until a sleeping player is considered hostile
forcebirthday False
addtoteam
fakeinvite
maxteamsize 8 Used for the max number of players in the native team system
sleeptoggle
rhibpopulation 1 Population active on the server
ridablehorse.population 4 Population active on the server, per square km
ai_dormant True If ai_dormant is true, any npc outside the range of players will render itself dormant and take up less resources, but wildlife won’t simulate as well.
ai_dormant_max_wakeup_per_tick 30 ai_dormant_max_wakeup_per_tick defines the maximum number of dormant agents we will wake up in a single tick. (default: 30)
ai_htn_animal_tick_budget 4 ai_htn_animal_tick_budget defines the maximum amount of milliseconds ticking htn animal agents are allowed to consume. (default: 4 ms)
ai_htn_player_junkpile_tick_budget 4 ai_htn_player_junkpile_tick_budget defines the maximum amount of milliseconds ticking htn player junkpile agents are allowed to consume. (default: 4 ms)
ai_htn_player_tick_budget 4 ai_htn_player_tick_budget defines the maximum amount of milliseconds ticking htn player agents are allowed to consume. (default: 4 ms)
ai_htn_use_agency_tick True If ai_htn_use_agency_tick is true, the ai manager’s agency system will tick htn agents at the ms budgets defined in ai_htn_player_tick_budget and ai_htn_animal_tick_budget. If it’s false, each agent registers with the invoke system individually, with no frame-budget restrictions. (default: true)
ai_to_player_distance_wakeup_range 160 If an agent is beyond this distance to a player, it’s flagged for becoming dormant.
nav_disable False If set to true the navmesh won’t generate.. which means Ai that uses the navmesh won’t be able to move
nav_obstacles_carve_state 2 nav_obstacles_carve_state defines which obstacles can carve the terrain. 0 – No carving, 1 – Only player construction carves, 2 – All obstacles carve.
nav_wait True If true we’ll wait for the navmesh to generate before completely starting the server. This might cause your server to hitch and lag as it generates in the background.
pathfindingiterationsperframe 100 The maximum amount of nodes processed each frame in the asynchronous pathfinding process. Increasing this value will cause the paths to be processed faster, but can cause some hiccups in frame rate. Default value is 100, a good range for tuning is between 50 and 500.
cover_point_sample_step_height 2 cover_point_sample_step_height defines the height of the steps we do vertically for the cover point volume’s cover point generation (smaller steps gives more accurate cover points, but at a higher processing cost). (default: 2.0)
cover_point_sample_step_size 6 cover_point_sample_step_size defines the size of the steps we do horizontally for the cover point volume’s cover point generation (smaller steps gives more accurate cover points, but at a higher processing cost). (default: 6.0)
alltarget False targetmode, 1 = all air vehicles, 0 = only hot air ballons
staticrepairseconds 1200 how long until static sam sites auto repair
altitudeaboveterrain 50
desiredaltitude 60
santasleigh.drop
stag.population 3 Population active on the server, per square km
wolf.population 2 Population active on the server, per square km
zombie.population 0 Population active on the server, per square km