bear.population Population active on the server, per square km (2)
boar.population Population active on the server, per square km (5)
chicken.population Population active on the server, per square km (3)
ai.frametime (5)
ai.ignoreplayers (False)
ai.move (True)
ai.sensetime (1)
ai.think (True)
ai.tickrate (5)
antihack.admincheat (True)
antihack.debuglevel (1)
antihack.enforcementlevel (1)
antihack.eye_penalty (0)
antihack.eye_protection (2)
antihack.flyhack_extrusion (2)
antihack.flyhack_forgiveness_horizontal (1.5)
antihack.flyhack_forgiveness_vertical (1.5)
antihack.flyhack_margin (0.05)
antihack.flyhack_maxsteps (15)
antihack.flyhack_penalty (100)
antihack.flyhack_protection (3)
antihack.flyhack_reject (False)
antihack.flyhack_stepsize (0.1)
antihack.maxdeltatime (1)
antihack.maxdesync (1)
antihack.maxviolation (100)
antihack.melee_clientframes (2)
antihack.melee_forgiveness (0.5)
antihack.melee_penalty (0)
antihack.melee_protection (3)
antihack.melee_serverframes (2)
antihack.modelstate (True)
antihack.noclip_backtracking (0.01)
antihack.noclip_margin (0.09)
antihack.noclip_maxsteps (15)
antihack.noclip_penalty (0)
antihack.noclip_protection (3)
antihack.noclip_reject (True)
antihack.noclip_stepsize (0.1)
antihack.objectplacement (True)
antihack.projectile_clientframes (2)
antihack.projectile_forgiveness (0.5)
antihack.projectile_penalty (0)
antihack.projectile_protection (3)
antihack.projectile_serverframes (2)
antihack.relaxationpause (10)
antihack.relaxationrate (0.1)
antihack.reporting (True)
antihack.speedhack_deltatime (0.1)
antihack.speedhack_forgiveness (0.5)
antihack.speedhack_history (20)
antihack.speedhack_penalty (0)
antihack.speedhack_protection (1)
antihack.speedhack_reject (True)
antihack.speedhack_slopespeed (10)
antihack.speedhack_tickets (15)
antihack.userlevel (2)
batching.collider_capacity (30000)
batching.collider_submeshes (1)
batching.collider_threading (True)
batching.collider_vertices (1000)
batching.colliders (True)
batching.verbose (0)
bradley.enabled (True)
bradley.respawndelayminutes (15)
bradley.respawndelayvariance (5)
chat.enabled (True)
chat.serverlog (True)
construct.frameminutes (30)
craft.instant (False)
debug.checktriggers (False)
debug.disablecondition Do not damage any items (False)
decay.debug (False)
decay.scale (1)
decay.tick (600)
env.day (10)
env.month (5)
env.time (11.09926)
env.year (2024)
fps.limit (256)
global.debugmode (False)
global.developer (0)
global.maxthreads (8)
global.perf (0)
global.safemode (False)
global.timewarning (False)
net.visdebug (False)
heli.bulletaccuracy (2)
heli.bulletdamagescale (1)
heli.guns (1)
heli.lifetimeminutes (15)
physics.bouncethreshold (2)
physics.droppedmode The physics mode that dropped items and corpses should use. good, tempgood or fast. fast + tempgood might cause objects to fall through other objects. (good)
physics.gravity Gravity multiplier (1)
physics.minsteps The slowest physics steps will operate (2)
physics.sendeffects Send effects to clients when physics objects collide (True)
physics.sleepthreshold (0.005)
physics.solveriterationcount The default solver iteration count permitted for any rigid bodies (default 7). Must be positive (3)
physics.steps The amount of physics steps per second (16)
pool.collider_batches (False)
pool.mode (2)
sentry.hostileduration how long until something is considered hostile after it attacked (120)
sentry.targetall target everyone regardless of authorization (False)
server.arrowarmor (1)
server.arrowdamage (1)
server.authtimeout (60)
server.bleedingarmor (1)
server.bleedingdamage (1)
server.branch ()
server.bulletarmor (1)
server.bulletdamage (1)
server.combatlogsize (100)
server.compression (False)
server.corpsedespawn (300)
server.corpses (True)
server.cycletime (500)
server.description (Hosted By HKSHOST)
server.dropitems (True)
server.eac (1)
server.entityrate (16)
server.events (True)
server.globalchat (True)
server.headerimage (https://api.hkshost.ru/images/header_image_1024_512.jpg)
server.hostname (HOSTED BY HKSHOST)
server.identity (rust)
server.idlekick (30)
server.idlekickadmins (0)
server.idlekickmode (1)
server.ip ()
server.ipqueriespermin (30)
server.itemdespawn (300)
server.level (Barren)
server.maxcommandspersecond (100)
server.maxpacketspersecond (1500)
server.maxplayers (100)
server.maxreceivetime (20)
server.maxrpcspersecond (200)
server.maxtickspersecond (300)
server.maxunack (4)
server.meleearmor (1)
server.meleedamage (1)
server.netcache (True)
server.netcachesize (0)
server.netlog (False)
server.official (False)
server.plantlightdetection (True)
server.planttick (60)
server.planttickscale (1)
server.playertimeout (60)
server.port (35003)
server.pve (False)
server.queriespersecond (2000)
server.radiation (True)
server.respawnresetrange (50)
server.salt (1583668411)
server.savecachesize (26106)
server.saveinterval (60)
server.schematime (1800)
server.secure (True)
server.seed (1)
server.showholstereditems (True)
server.stability (True)
server.stats (False)
server.tickrate (10)
server.updatebatch (512)
server.updatebatchspawn (1024)
server.url (https://hkshost.ru)
server.worldsize (1000)
server.woundingenabled (True)
spawn.max_density (1)
spawn.max_rate (1)
spawn.min_density (0.5)
spawn.min_rate (0.5)
spawn.player_base (100)
spawn.player_scale (2)
spawn.respawn_groups (True)
spawn.respawn_populations (True)
stability.accuracy (0.001)
stability.collapse (0.05)
stability.stabilityqueue (9)
stability.strikes (10)
stability.surroundingsqueue (3)
stability.verbose (0)
time.fixeddelta (0.0625)
time.maxdelta (0.5)
time.pausewhileloading (True)
time.timescale (1)
vis.attack (False)
vis.damage (False)
vis.hitboxes (False)
vis.lineofsight (False)
vis.protection (False)
vis.sense (False)
vis.triggers (False)
vis.weakspots (False)
world.cache (True)
xmas.enabled (False)
xmas.giftsperplayer (2)
xmas.spawnrange (50)
rcon.ip ()
rcon.port (28016)
rcon.print If true, rcon commands etc will be printed in the console (False)
rcon.web If set to true, use websocket rcon. If set to false use legacy, source engine rcon. (True)
horse.population Population active on the server, per square km (2)
npcplayerapex.population Population active on the server, per square km (0)
aimanager.ai_dormant 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. (True)
aimanager.nav_disable If set to true the navmesh won't generate.. which means Ai that uses the navmesh won't be able to move (False)
aimanager.nav_grid If set to true the ai manager will control a navmesh grid, only building navmesh patches in those areas where it's needed and for those agent types. If this is false, we bake a single huge navmesh for the entire island, and can only support a single agent type. (True)
aimanager.nav_grid_cell_height nav_grid_cell_height adjust how much vertical difference within a cell we can cope with when generating navmesh. (80)
aimanager.nav_grid_cell_width nav_grid_cell_width adjust how large each cell in the navmesh grid is. Larger cells take longer to bake, but we need fewever of them to cover the map. (80)
aimanager.nav_grid_kill_dormant_cells If nav_grid_kill_dormant_cells is true, when a navigation grid cell is out of range from active players for a certain time, we unload it to save memory (but comes with extra performance hit since we have to regenerate that navmesh then next time it's activated again). (False)
aimanager.nav_grid_links_enabled If nav_grid_links_enabled is true, agents can walk between navmesh grid cells, otherwise they can only walk on the navmesh grid cell they spawn (faster pathfiding). (True)
aimanager.nav_grid_max_bakes_per_frame nav_grid_max_bakes_per_frame adjust how many rebakes of navmesh grid cells we will start each frame. The higher the number, the heavier performance impact. (1)
aimanager.nav_grid_max_links_generated_per_frame nav_grid_max_links_generated_per_frame adjust how many navmesh links can generate within a frame. The higher the number, the heavier performance impact. (4)
aimanager.nav_grid_rebake_cells_enabled If nav_grid_rebake_cells_enabled is true, we rebake cells in player areas to adapt to construction and destruction. (True)
aimanager.nav_grid_rebake_cooldown nav_grid_rebake_cooldown defines how long a navmesh grid cell must wait between rebakes. Higher number means a cell will rebake less often. (30)
aimanager.nav_wait 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. (False)
stag.population Population active on the server, per square km (3)
wolf.population Population active on the server, per square km (2)
zombie.population Population active on the server, per square km (0)
Commands:
commands.echo( )
commands.find( )
global.ban( )
global.banid( )
global.banlist( ) List of banned users (sourceds compat)
global.banlistex( ) List of banned users - shows reasons and usernames
global.bans( ) List of banned users
global.buildinfo( ) Get information about this build
global.clientperf( )
global.entid( )
global.kick( )
global.kickall( )
global.listid( ) List of banned users, by ID (sourceds compat)
global.moderatorid( )
global.mutechat( )
global.mutevoice( )
global.ownerid( )
global.playerlist( ) Get a list of players
global.players( ) Print out currently connected clients etc
global.removemoderator( )
global.removeowner( )
global.say( ) Sends a message in chat
global.serverinfo( ) Get a list of information about the server
global.skipqueue( )
global.stats( ) Print out stats of currently connected clients
global.status( ) Print out currently connected clients
global.unban( )
global.unmutechat( )
global.unmutevoice( )
global.users( ) Show user info for players on server.
batching.print_colliders( )
batching.refresh_colliders( )
bradley.quickrespawn( )
chat.say( )
chat.search( )
chat.tail( )
console.search( )
console.tail( )
craft.add( )
craft.cancel( )
craft.canceltask( )
data.export( )
debug.breakheld( ) Break the current held object
debug.breakitem( ) Break all the items in your inventory whose name match the passed string
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
debug.hurt( )
debug.renderinfo( )
entity.debug_toggle( )
entity.deleteby( ) Destroy all entities created by this user
entity.find_entity( )
entity.find_group( )
entity.find_id( )
entity.find_parent( )
entity.find_radius( )
entity.find_self( )
entity.nudge( )
entity.spawnlootfrom( )
entity.spawn( )
entity.spawnitem( )
env.addtime( )
gc.collect( )
gc.unload( )
global.breakitem( )
global.cleanup( )
global.colliders( )
global.error( )
global.free( )
global.injure( )
global.kill( )
global.objects( )
global.queue( )
global.quit( )
global.report( )
global.respawn( )
global.respawn_sleepingbag( )
global.respawn_sleepingbag_remove( )
global.restart( )
global.setinfo( )
global.sleep( )
global.spectate( )
global.status_sv( )
global.subscriptions( )
global.sysinfo( )
global.sysuid( )
global.teleport( )
global.teleport2me( )
global.teleportany( )
global.teleportpos( )
global.textures( )
hierarchy.cd( )
hierarchy.del( )
hierarchy.ls( )
inventory.endloot( )
inventory.give( )
inventory.giveall( )
inventory.givearm( )
inventory.giveid( )
inventory.giveto( )
inventory.lighttoggle( )
inventory.resetbp( )
manifest.printmanifest( )
manifest.printmanifestraw( )
heli.call( )
heli.calltome( )
heli.drop( )
heli.strafe( )
pool.clear_assets( )
pool.clear_memory( )
pool.clear_prefabs( )
pool.print_assets( )
pool.print_memory( )
pool.print_prefabs( )
profile.start( )
profile.stop( )
server.backup( ) Backup server folder
server.cheatreport( )
server.combatlog( ) Get the last X entries in the player combat log (default=30)
server.fps( )
server.readcfg( )
server.save( ) Force save the current game
server.setshowholstereditems( ) Show holstered items on player bodies
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.
server.start( ) Starts a server
server.stop( ) Stops a server
server.writecfg( ) Writes config files
spawn.fill_groups( )
spawn.fill_populations( )
spawn.report( )
spawn.scalars( )
stability.refresh_stability( )
supply.call( )
supply.drop( )
weather.clouds( )
weather.fog( )
weather.rain( )
weather.wind( )
xmas.refill( )
cui.endtest( )
cui.test( )
global.dump( )
note.update( )
oxide.lang( )
oxide.version( )
oxide.plugins( )
oxide.load( )
oxide.reload( )
oxide.unload( )
oxide.grant( )
oxide.group( )
oxide.revoke( )
oxide.show( )
oxide.usergroup( )