srtbull

Rust Batch Commands

Sep 4th, 2019
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  1. ai.aidebug_loadbalanceoverduereportserver
  2. ai.aidebug_toggle
  3. ai.ailoadbalancerupdateinterval 0.25 Set the update interval for the behaviour ai of animals and npcs.
  4. ai.aimanagerloadbalancerupdateinterval 2.0 Set the update interval for the agency of dormant and active animals and npcs.
  5. ai.animal_ignore_food True If animal_ignore_food is true, animals will not sense food sources or interact with them (server optimization).
  6. ai.animalsenseloadbalancerupdateinterval 0.2 Set the update interval for animal senses that updates the knowledge gathering of animals.
  7. ai.defaultloadbalancerupdateinterval 2.5 Set the update interval for the default load balancer, currently used for cover point generation.
  8. ai.frametime 5
  9. ai.ignoreplayers False
  10. ai.move True
  11. ai.nav_carve_height 2 The height of the carve volume.
  12. ai.nav_carve_min_base_size 2 The minimum size we allow a carving volume to be.
  13. ai.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.
  14. ai.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.
  15. ai.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.
  16. ai.npc_alertness_drain_rate 0.01 npc_alertness_drain_rate defines the rate at which we drain the alertness level of an NPC when there are no enemies in sight.
  17. ai.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.
  18. ai.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.
  19. ai.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.
  20. ai.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
  21. ai.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.
  22. ai.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.
  23. ai.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).
  24. ai.npc_deliberate_miss_offset_multiplier 1.25 The offset with which the NPC will maximum miss the target.
  25. ai.npc_deliberate_miss_to_hit_alignment_time The time it takes for the NPC to deliberately miss to the time the NPC tries to hit its target. (default: 1.5) (1.5)
  26. ai.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
  27. ai.npc_enable True If npc_enable is set to false then npcs won't spawn.
  28. ai.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.
  29. ai.npc_gun_noise_silencer_modifier 0.15 The modifier by which a silencer reduce the noise that a gun makes when shot.
  30. ai.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.
  31. ai.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.
  32. ai.npc_ignore_chairs True If npc_ignore_chairs is true, npcs won't care about seeking out and sitting in chairs.
  33. ai.npc_junkpile_a_spawn_chance 0.1 npc_junkpile_a_spawn_chance define the chance for scientists to spawn at junkpile a.
  34. ai.npc_junkpile_dist_aggro_gate 8 npc_junkpile_dist_aggro_gate define at what range (or closer) a junkpile scientist will get aggressive.
  35. ai.npc_junkpile_g_spawn_chance 0.1 npc_junkpile_g_spawn_chance define the chance for scientists to spawn at junkpile g.
  36. ai.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)
  37. ai.npc_max_population_military_tunnels 3 npc_max_population_military_tunnels defines the size of the npc population at military tunnels.
  38. ai.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.
  39. ai.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.
  40. ai.npc_patrol_point_cooldown 5 npc_patrol_point_cooldown defines the cooldown time on a patrol point until it's available again
  41. ai.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
  42. ai.npc_respawn_delay_max_military_tunnels 1920 npc_respawn_delay_max_military_tunnels defines the maximum delay between spawn ticks at military tunnels.
  43. ai.npc_respawn_delay_min_military_tunnels 480 npc_respawn_delay_min_military_tunnels defines the minimum delay between spawn ticks at military tunnels.
  44. ai.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
  45. ai.npc_spawn_on_cargo_ship True Spawn NPCs on the Cargo Ship.
  46. ai.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.
  47. ai.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.
  48. ai.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.
  49. ai.npc_speed_crouch_walk 0.1 npc_speed_crouch_walk define the speed of an npc when in the crouched walk state, and should be a number between 0 and 1.
  50. ai.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.
  51.  
  52. ai.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.
  53. ai.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.
  54. ai.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.
  55. ai.npc_use_thrown_weapons True If npc_use_thrown_weapons is true, npcs will throw grenades, etc. This is an experimental feature.
  56. ai.npc_valid_aim_cone 0.8 npc_valid_aim_cone defines how close their aim needs to be on target in order to fire.
  57. ai.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.
  58. ai.npcsenseloadbalancerupdateinterval 0.2 Set the update interval for npc senses that updates the knowledge gathering of npcs.
  59. ai.ocean_patrol_path_iterations 100000
  60. ai.selectnpclookatserver
  61. ai.sensetime 1
  62. ai.think True
  63. ai.tickrate 5
  64. aimanager.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.
  65. aimanager.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.
  66. aimanager.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.
  67. aimanager.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.
  68. aimanager.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.
  69. aimanager.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.
  70. aimanager.ai_to_player_distance_wakeup_range 160 If an agent is beyond this distance to a player, it's flagged for becoming dormant.
  71. aimanager.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
  72. aimanager.nav_obstacles_carve_state nav_obstacles_carve_state 2 defines which obstacles can carve the terrain. 0 - No carving, 1 - Only player construction carves, 2 - All obstacles carve. (2)
  73. aimanager.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.
  74. aimanager.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.
  75. aithinkmanager.framebudgetms 2.5
  76. antihack.admincheat True
  77. antihack.debuglevel 1
  78. antihack.enforcementlevel 1
  79. antihack.eye_clientframes 2
  80. antihack.eye_forgiveness 0.5
  81. antihack.eye_penalty 0
  82. antihack.eye_protection 2
  83. antihack.eye_serverframes 2
  84. antihack.flyhack_extrusion 2
  85. antihack.flyhack_forgiveness_horizontal 1.5
  86. antihack.flyhack_forgiveness_vertical 1.5
  87. antihack.flyhack_margin 0.05
  88. antihack.flyhack_maxsteps 15
  89. antihack.flyhack_penalty 100
  90. antihack.flyhack_protection 3
  91. antihack.flyhack_rejec False
  92. antihack.flyhack_stepsize 0.1
  93. antihack.forceposition True
  94. antihack.maxdeltatime 1
  95. antihack.maxdesync 1
  96. antihack.maxviolation 100
  97. antihack.melee_clientframes 2
  98. antihack.melee_forgiveness 0.5
  99. antihack.melee_penalty 0
  100. antihack.melee_protection 3
  101. antihack.melee_serverframes 2
  102. antihack.modelstate True
  103. antihack.noclip_backtracking 0.01
  104. antihack.noclip_margin 0.09
  105. antihack.noclip_maxsteps 15
  106. antihack.noclip_penalty 0
  107. antihack.noclip_protection 3
  108. antihack.noclip_reject True
  109. antihack.noclip_stepsize 0.1
  110. antihack.objectplacement True
  111. antihack.projectile_clientframes 2
  112. antihack.projectile_forgiveness 0.5
  113. antihack.projectile_penalty 0
  114. antihack.projectile_protection 5
  115. antihack.projectile_serverframes 2
  116. antihack.projectile_trajectory_horizontal 1
  117. antihack.projectile_trajectory_vertical 1
  118. antihack.relaxationpause 10
  119. antihack.relaxationrate 0.1
  120. antihack.reporting True
  121. antihack.speedhack_forgiveness 2
  122. antihack.speedhack_penalty 0
  123. antihack.speedhack_protection 2
  124. antihack.speedhack_reject True
  125. antihack.speedhack_slopespeed 10
  126. antihack.terrain_kill True
  127. antihack.terrain_padding 2
  128. antihack.terrain_penalty 0
  129. antihack.terrain_protection 1
  130. antihack.terrain_timeslice 64
  131. antihack.userlevel 2
  132. baseboat.generate_paths True
  133. baseridableanimal.decayminutes 180 How long before a horse dies unattended
  134. baseridableanimal.framebudgetms 0.334
  135. batching.verbose 0
  136. bear.population 2 Population active on the server, per square km
  137. bigwheelgame.spinfrequencyseconds 45
  138. boar.population 5 Population active on the server, per square km
  139. bradley.enabled True
  140. bradley.quickrespawn
  141. bradley.respawndelayminutes 60
  142. bradley.respawndelayvariance 1
  143. cargoship.egress_duration_minutes 10
  144. cargoship.event_duration_minutes 50
  145. cargoship.event_enabled True
  146. cargoship.loot_round_spacing_minutes 10
  147. cargoship.loot_rounds 3
  148. chat.enabled True
  149. chat.say
  150. chat.search
  151. chat.serverlog True
  152. chat.tail
  153. chicken.population 3 Population active on the server, per square km (3)
  154. clothlod.clothloddist 20 distance cloth will simulate until
  155. commands.echo
  156. commands.find
  157. console.search
  158. console.tail
  159. construct.frameminutes 30
  160. coverpointvolume.cover_point_sample_step_height cover_point_sample_step_height 2 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).
  161. coverpointvolume.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).
  162. craft.add
  163. craft.cancel
  164. craft.canceltask
  165. craft.instant False
  166. cui.endtest
  167. cui.test
  168. data.export
  169. debug.breakheld Break the current held object
  170. debug.breakitem Break all the items in your inventory whose name match the passed string
  171. debug.callbacks False
  172. debug.checktriggers False
  173. debug.disablecondition False Do not damage any items
  174. debug.drink
  175. debug.eat
  176. debug.flushgroup Takes you in and out of your current network group, causing you to delete and then download all entities in your PVS again
  177. debug.gesture
  178. debug.hurt
  179. debug.log True
  180. debug.puzzleprefabrespawn respawn all puzzles from their prefabs
  181. debug.puzzlereset reset all puzzles
  182. debug.renderinfo
  183. debug.stall
  184. decay.bracket_0_blockcount 15 Between 0 and this value are considered bracket 0 and will cost bracket_0_costfraction per upkeep period to maintain
  185. decay.bracket_0_costfraction 0.1 blocks within bracket 0 will cost this fraction per upkeep period to maintain
  186. decay.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
  187. decay.bracket_1_costfraction 0.15 blocks within bracket 1 will cost this fraction per upkeep period to maintain
  188. decay.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
  189. decay.bracket_2_costfraction 0.2 blocks within bracket 2 will cost this fraction per upkeep period to maintain
  190. decay.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
  191. decay.bracket_3_costfraction 0.333 blocks within bracket 3 will cost this fraction per upkeep period to maintain
  192. decay.debug False
  193. decay.delay_metal 0 How long should this building grade decay be delayed when not protected by upkeep, in hours
  194. decay.delay_override 0 When set to a value above 0 everything will decay with this delay
  195. decay.delay_stone 0 How long should this building grade decay be delayed when not protected by upkeep, in hours
  196. decay.delay_toptier 0 How long should this building grade decay be delayed when not protected by upkeep, in hours
  197. decay.delay_twig 0 How long should this building grade decay be delayed when not protected by upkeep, in hours
  198. decay.delay_wood 0 How long should this building grade decay be delayed when not protected by upkeep, in hours (0)
  199. decay.duration_metal 8 How long should this building grade take to decay when not protected by upkeep, in hours
  200. decay.duration_override 0 When set to a value above 0 everything will decay with this duration
  201. decay.duration_stone 5 How long should this building grade take to decay when not protected by upkeep, in hours
  202. decay.duration_toptier 12 How long should this building grade take to decay when not protected by upkeep, in hours
  203. decay.duration_twig 1 How long should this building grade take to decay when not protected by upkeep, in hours
  204. decay.duration_wood 3 How long should this building grade take to decay when not protected by upkeep, in hours
  205. decay.outside_test_range 50 Maximum distance to test to see if a structure is outside, higher values are slower but accurate for huge buildings
  206. decay.scale 1
  207. decay.tick 600
  208. decay.upkeep True Is upkeep enabled
  209. decay.upkeep_grief_protection 1440 (24 hours) How many minutes can the upkeep cost last after the cupboard was destroyed?
  210. decay.upkeep_heal_scale 1 Scale at which objects heal when upkeep conditions are met, default of 1 is same rate at which they decay
  211. decay.upkeep_inside_decay_scale 0.1 Scale at which objects decay when they are inside, default of
  212. decay.upkeep_period_minutes 1440 (24 hours) How many minutes does the upkeep cost last?
  213. entity.debug_toggle
  214. entity.deleteby Destroy all entities created by this user
  215. entity.find_entity
  216. entity.find_group
  217. entity.find_id
  218. entity.find_parent
  219. entity.find_radius
  220. entity.find_self
  221. entity.find_status
  222. entity.nudge
  223. entity.spawn
  224. entity.spawnitem
  225. entity.spawnlootfrom
  226. env.addtime
  227. env.day 1-31
  228. env.month 1-12
  229. env.progresstime True
  230. env.time
  231. env.year 2024
  232. fps.limit 256
  233. gc.collect
  234. gc.enabled True
  235. gc.incremental_enabled True
  236. gc.incremental_milliseconds 3
  237. gc.unload
  238. global.ban
  239. global.banid
  240. global.banlist List of banned users (sourceds compat)
  241. global.banlistex List of banned users - shows reasons and usernames
  242. global.bans List of banned users
  243. global.breakitem
  244. global.buildinfo Get information about this build
  245. global.clientperf
  246. global.colliders
  247. global.developer 0
  248. global.dump
  249. global.entid
  250. global.error
  251. global.free
  252. global.injure
  253. global.kick
  254. global.kickall
  255. global.kill
  256. global.listid List of banned users, by ID (sourceds compat)
  257. global.maxthreads 8
  258. global.moderatorid
  259. global.mutechat
  260. global.mutevoice
  261. global.objects
  262. global.ownerid
  263. global.perf 0-9
  264. global.playerlist Get a list of players
  265. global.players Print out currently connected clients etc
  266. global.queue
  267. global.quit
  268. global.removemoderator
  269. global.removeowner
  270. global.report
  271. global.respawn
  272. global.respawn_sleepingbag
  273. global.respawn_sleepingbag_remove
  274. global.restart
  275. global.say Sends a message in chat
  276. global.serverinfo Get a list of information about the server
  277. global.setinfo
  278. global.skipqueue
  279. global.sleep
  280. global.spectate
  281. global.stats Print out stats of currently connected clients
  282. global.status Print out currently connected clients
  283. global.status_sv
  284. global.subscriptions
  285. global.sysinfo
  286. global.sysuid
  287. global.teleport2me
  288. global.teleport
  289. global.teleportany
  290. global.teleportpos
  291. global.textures
  292. global.timewarning False `
  293. global.unban
  294. global.unmutechat
  295. global.unmutevoice
  296. global.users Show user info for players on server.
  297. global.version
  298. hackablelockedcrate.decayseconds 7200 How many seconds until the crate is destroyed without any hack attempts
  299. hackablelockedcrate.requiredhackseconds 900 How many seconds for the crate to unlock
  300. halloween.enable False
  301. halloween.murdererpopulation 0 Population active on the server, per square km
  302. halloween.scarecrow_beancan_vs_player_dmg_modifier 0.1 Modified damage from beancan explosion vs players
  303. halloween.scarecrow_body_dmg_modifier 0.25 Modifier to how much damage scarecrows take to the body.
  304. halloween.scarecrow_chase_stopping_distance 0.5 Stopping distance for destinations set while chasing a target
  305. halloween.scarecrow_throw_beancan_global_delay 8 (seconds) The delay globally on a server between each time a scarecrow throws a beancan
  306. halloween.scarecrowpopulation 0 Population active on the server, per square km
  307. halloween.scarecrows_throw_beancans True Scarecrows can throw beancans
  308. heli.bulletaccuracy 2
  309. heli.bulletdamagescale 1
  310. heli.call
  311. heli.calltome
  312. heli.drop
  313. heli.guns 1
  314. heli.lifetimeminutes 15
  315. heli.strafe
  316. heli.testpuzzle
  317. hierarchy.cd
  318. hierarchy.del
  319. hierarchy.ls
  320. horse.population 0 Population active on the server, per square km
  321. hotairballoon.outsidedecayminutes 180 How long before a HAB is killed while outside
  322. hotairballoon.population 1 Population active on the server
  323. hotairballoon.serviceceiling 200
  324. inventory.defs
  325. inventory.endloot
  326. inventory.give
  327. inventory.giveall
  328. inventory.givearm
  329. inventory.giveid
  330. inventory.giveto
  331. inventory.lighttoggle
  332. inventory.reloaddefs
  333. inventory.resetbp
  334. inventory.unlockall
  335. ioentity.backtracking 8
  336. ioentity.framebudgetms 1
  337. ioentity.responsetime 0.1
  338. manifest.printmanifest
  339. manifest.printmanifestraw
  340. memsnap.full
  341. memsnap.managed
  342. memsnap.native
  343. minicopter.outsidedecayminutes 240 How long before a minicopter is killed while outside
  344. minicopter.population 1 Population active on the server
  345. motorrowboat.outsidedecayminutes 180 How long before a boat is killed while outside
  346. motorrowboat.population 4 Population active on the server
  347. net.visdebug False
  348. note.update
  349. npcautoturret.sleeperhostiledelay 1200 How many seconds until a sleeping player is considered hostile
  350. physics.autosynctransforms True
  351. physics.batchsynctransforms True
  352. physics.bouncethreshold 2
  353. physics.droppedmode 2 The collision detection mode that dropped items and corpses should use (2)
  354. physics.gravity 1 Gravity multiplier
  355. physics.minsteps 8 The slowest physics steps will operate
  356. physics.sendeffects True Send effects to clients when physics objects collide
  357. physics.sleepthreshold 0.005
  358. physics.solveriterationcount 3 The default solver iteration count permitted for any rigid bodies. Must be positive
  359. physics.steps 16 The amount of physics steps per second
  360. player.cinematic_play
  361. player.cinematic_stop
  362. player.tickrate_cl 20
  363. player.tickrate_sv 16
  364. playerinventory.forcebirthday False
  365. pool.clear_assets
  366. pool.clear_memory
  367. pool.clear_prefabs
  368. pool.debug False
  369. pool.enabled True
  370. pool.export_prefabs
  371. pool.mod 2
  372. pool.print_assets
  373. pool.print_memory
  374. pool.print_prefabs
  375. profile.start
  376. profile.stop
  377. rcon.ip
  378. rcon.port 28016
  379. rcon.print False If true, rcon commands etc will be printed in the console
  380. rcon.web True If set to true, use websocket rcon. If set to false use legacy, source engine rcon.
  381. relationshipmanager.acceptinvite
  382. relationshipmanager.addtoteam
  383. relationshipmanager.fakeinvite
  384. relationshipmanager.kickmember
  385. relationshipmanager.leaveteam
  386. relationshipmanager.maxteamsize 8
  387. relationshipmanager.promote
  388. relationshipmanager.rejectinvite
  389. relationshipmanager.sendinvite
  390. relationshipmanager.sleeptoggle
  391. relationshipmanager.trycreateteam
  392. rhib.rhibpopulation 1 Population active on the server
  393. ridablehorse.population 4 Population active on the server, per square km
  394. samsite.alltarget False targetmode, 1 = all air vehicles, 0 = only hot air ballons
  395. samsite.staticrepairseconds 1200 how long until static sam sites auto repair
  396. santasleigh.altitudeaboveterrain 50
  397. santasleigh.desiredaltitude 60
  398. santasleigh.drop
  399. sentry.hostileduration 120 how long until something is considered hostile after it attacked
  400. sentry.targetall False target everyone regardless of authorization
  401. server.arrowarmor 1
  402. server.arrowdamage 1
  403. server.authtimeout 60
  404. server.backup Backup server folder
  405. server.bleedingarmor 1
  406. server.bleedingdamage 1
  407. server.branch
  408. server.bulletarmor 1
  409. server.bulletdamage 1
  410. server.cheatreport
  411. server.cinematic False
  412. server.combatlog Get the player combat log
  413. server.combatlogdelay 10
  414. server.combatlogsize 30
  415. server.compression False
  416. server.corpsedespawn 300
  417. server.corpses True
  418. server.cycletime 500
  419. server.debrisdespawn 30
  420. server.description
  421. server.dropitems True
  422. server.encryption 2
  423. server.entitybatchsize 100
  424. server.entitybatchtime 1
  425. server.entityrate 16
  426. server.events True
  427. server.fps
  428. server.globalchat True
  429. server.headerimage
  430. server.hostname
  431. server.identity
  432. server.idlekick 30 (minutes)
  433. server.idlekickadmins 0
  434. server.idlekickmode 1
  435. server.ip
  436. server.ipqueriespermin 30
  437. server.itemdespawn 300
  438. server.level Procedural Map
  439. server.leveltransfer True
  440. server.levelurl
  441. server.maxcommandpacketsize 1000000
  442. server.maxcommandspersecond 100
  443. server.maxpacketsize 5000000
  444. server.maxpacketsize_command 1000000
  445. server.maxpacketspersecond 1500
  446. server.maxpacketspersecond_command 100
  447. server.maxpacketspersecond_rpc 200
  448. server.maxpacketspersecond_tick 300
  449. server.maxpacketspersecond_world 1
  450. server.maxplayers 10
  451. server.maxreceivetime 20
  452. server.maxrpcspersecond 200
  453. server.maxtickspersecond 300
  454. server.maxunack 4
  455. server.meleearmor 1
  456. server.meleedamage 1
  457. server.metabolismtick 1
  458. server.netcache True
  459. server.netcachesize 0
  460. server.netlog False
  461. server.official False
  462. server.plantlightdetection True
  463. server.planttick 60
  464. server.planttickscale 1
  465. server.playerserverfall True
  466. server.playertimeout 60
  467. server.port 28015
  468. server.printeyes Print the current player eyes.
  469. server.printpos Print the current player position.
  470. server.printrot Print the current player rotation.
  471. server.pve False
  472. server.queriespersecond 2000
  473. server.queryport 0
  474. server.radiation True
  475. server.readcfg
  476. server.respawnresetrange 50
  477. server.salt
  478. server.save Force save the current game
  479. server.savecachesize 2753207
  480. server.saveinterval 600
  481. server.schematime 1800
  482. server.secure True
  483. server.seed True
  484. server.sendnetworkupdate Send network update for all players
  485. server.setshowholstereditems Show holstered items on player bodies
  486. server.showholstereditems True
  487. server.snapshot This 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.
  488. server.stability True
  489. server.start Starts a server
  490. server.stats False
  491. server.stop Stops a server
  492. server.tickrate 10
  493. server.updatebatch 512
  494. server.updatebatchspawn 1024
  495. server.url
  496. server.worldsize
  497. server.woundingenabled True
  498. server.writecfg Writes config files
  499. spawn.fill_groups
  500. spawn.fill_individuals
  501. spawn.fill_populations
  502. spawn.max_density 1
  503. spawn.max_rate 1
  504. spawn.min_density 0.5
  505. spawn.min_rate 0.5
  506. spawn.player_base 100
  507. spawn.player_scale 2
  508. spawn.report
  509. spawn.respawn_groups True
  510. spawn.respawn_individuals True
  511. spawn.respawn_populations True
  512. spawn.scalars
  513. spawn.tick_individuals 300
  514. spawn.tick_populations 60
  515. stability.accuracy 0.001
  516. stability.collapse 0.05
  517. stability.refresh_stability
  518. stability.stabilityqueue 9
  519. stability.strikes 10
  520. stability.surroundingsqueue 3
  521. stability.verbose 0
  522. stag.population 3 Population active on the server, per square km
  523. supply.call
  524. supply.drop
  525. time.fixeddelta 0.0625
  526. time.maxdelta 0.125
  527. time.pausewhileloading True
  528. time.timescale 1
  529. tree.global_broadcast False
  530. tree.global_broadcast False
  531. vehicle.boat_corpse_seconds 300
  532. vehicle.swapseats
  533. vis.attack False
  534. vis.damage False
  535. vis.hitboxes False
  536. vis.lineofsight False
  537. vis.protection False
  538. vis.sense False
  539. vis.triggers False
  540. vis.weakspots False
  541. weather.clouds
  542. weather.fog
  543. weather.rain
  544. weather.wind
  545. wolf.population 2 Population active on the server, per square km
  546. workshop.print_approved_skins
  547. world.cache True
  548. xmas.enabled False
  549. xmas.giftsperplayer 2
  550. xmas.refill
  551. xmas.spawnattempts 5
  552. xmas.spawnrange 40
  553. zombie.population 0 Population active on the server, per square km
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