Rust Wiki
Home
/
Edit Debug Camera
View
Edit
History
No Category
Getting Started
General
The World
Server Hosting
Other Topics
Getting Started
World Design
Skinning
Game Modes
Workshop
Cinematic Tools
Modding
Other Topics
Weapons
Construction
Items
Resources
Attire
Tools
Medical
Food
Ammo
Traps
Components
Electrical
Fun
Misc
Log in to edit
Debug Camera
<cat>
Dev.Cinematic
</cat>
<title>
Debug Camera
</title>
<upload
src=
"739b0/8d7b02f4995fbbb.jpg"
size=
"238322"
name=
"rust-wiki_debug_header.jpg"
/
>
# Getting Started
Debug camera is a freecam view which can be used by server administrators and developers.
## Enabling Debug Camera
Use the command
`debugcamera`
to toggle between the debug camera and player camera. By default the camera will be positioned inside the head of the player triggering the command.
The command is best used when bound to a key - eg.
`bind p debugcamera`
# Transform Controls
The controls for the debug camera are fairly straightforward and mostly mimic existing movement keys.
<key>
W A S D
</key>
- Position the camera
<key>
MOUSE
</key>
- Adjust the pitch and yaw of the camera (i.e. look around)
<key>
Q
</key>
- Raise camera height
<key>
E
</key>
- Lower camera height
<key>
Space
</key>
- Slows down the
[move speed](/rust/Debug_Camera#cameraspeed)
of the camera by half when held down.
<key>
Shift
</key>
- Speeds up the
[move speed](/rust/Debug_Camera#cameraspeed)
of the camera by double when held down.
<key>
Right Arrow
</key>
- Roll / rotate camera right or clockwise
<key>
Left Arrow
</key>
- Roll / rotate camera left or anti-clockwise
<key>
CTRL
</key>
+
<key>
MOUSE LEFT
</key>
/
<key>
MOUSE RIGHT
</key>
- Adjust roll / rotation of camera on the fly
<key>
UP Arrow
</key>
/
<key>
Down Arrow
</key>
- Adjust pitch of the camera angle (i.e. aim up or down)
# Field of View
<key>
Z
</key>
or
<key>
+
</key>
- Zoom in (increase FOV amount)
<key>
C
</key>
or
<key>
-
</key>
- Zoom out (decrease FOV amount)
<key>
RIGHT MOUSE
</key>
+
<key>
MOUSE UP
</key>
/
<key>
MOUSE DOWN
</key>
- Adjust zoom (FOV amount) on the fly
## FOV Command
You can also use the command
`debugcamera_fov <value>`
to set the zoom/FOV to a particular value.
# Reset Camera
Use the
<key>
R
</key>
key to reset the field of view and roll of the debug camera to it's default state.
# Lock Camera
Use
`debugcamera_lock 1`
to lock the debug camera in place. This prevents movement and FOV changes being made to the camera.
To unlock the debug camera, use
`debugcamera_lock 0`
# Speed Controls
Below are the available commands for controlling speed properties of the debug camera.
## Camera Speed
`camspeed <amount>`
- Sets the movement speed of the camera. Default value is
`1`
.
## Look Speed
`camlookspeed <amount>`
- Sets the look speed of the camera. Default value is
`1`
.
An amount of
`0`
will lock the camera angle and prevent mouse movement to aim the camera.
## Zoom Speed
`camzoomspeed <amount>`
- Sets the zoom speed of the camera when using
[FOV](/rust/Debug_Camera#fieldofview)
controls. Default value is
`1`
.
# Lerping
These commands are useful for adding smoothed movement to certain properties of the debug camera.
## Camera Lerp
`camlerp <amount>`
- Add lerping (smoothing) to the debug camera's movement. Default value is
`1`
. Lower values such as
`0.01`
will provide smoother results to movement of the camera.
`camlerptilt <0/1>`
- Enable/disable tilt and roll locomotion for lower lerp values.
## Zoom Lerp
`camzoomlerp <amount>`
- Adds lerping to the camera's zoom movement. Default value is
`1`
.
Useful for adding smoother movement to FOV adjustments. Lower values = smoother motion.
# Save Points
Use the command
`debugcamera_save <name>`
to save the position, angle, fov and roll of the camera.
You can also use the command
`debugcamera_savetofile <name>`
to save the camera state as a
**.cam**
text file, which is stored in a folder called
"camsaves"
in the game's root directory.
Load a camera save point or
**.cam**
file by using the command
`debugcamera_load <name>`
<note>
Camera save points can be called on any level, server or
[demo file](/rust/Demos)
. Saving a camera point with the same name will overwrite the previous save state with no warning.
</note>
## Auto Save
`debugcamera_autosave <0/1>`
- Automatically save the debug camera state when toggling it.
This will save / retain the position, angle, fov and roll of the camera.
## Auto Load
`debugcamera_autoload <0/1>`
- Automatically load the debug camera state when toggling it.
## Preserve
`debugcamera_preserve <0/1>`
- Preserve the initial debug camera state through game restarts.
## List Save Points
`debugcamera_list`
- Prints out all of the saved camera points; including name, position, rotation and zoom.
The total number of saved camera points is printed at the bottom of the list. A separate section labelled 'files' is listed for all
**.cam**
files stored in the
"camsaves"
directory.
## Clear Saves
Use the command
`debugcamera_clear`
to remove all camera save points.
# Camera Unfreeze
Use the command
`debugcamera_unfreeze`
to unfreeze player controls whilst remaining in the debug camera view.
This also currently causes the debug camera to track the movement origin of the player.
# Camera Parenting
Use the command
`bind <key> +debugcamera_targetbind`
to bind a key of your choosing to toggle camera parenting.
When using debug camera, press your key bind to parent the camera to an entity being looked at. Press the same key to un-parent the camera from the entity and return to normal free-cam.
## Orbit Controls
Once parented, move the mouse to orbit the camera around the entity and
[targeted bone.](/rust/Debug_Camera#bonetargeting)
<key>
UP Arrow
</key>
/
<key>
Down Arrow
</key>
keys will orbit the pitch axis of the targeted entity.
<key>
CTRL
</key>
+
<key>
Left Arrow
</key>
/
<key>
Right Arrow
</key>
keys will orbit the yaw axis of the targeted entity.
<key>
Left Arrow
</key>
/
<key>
Right Arrow
</key>
keys will roll / rotate the camera as normal.
You can also dolly the camera in/out of the targeted entity (aka move closer or further away) by using the following commands:
*
`bind <key> +debugcamera_dollyforward`
*
`bind <key> +debugcamera_dollyback`
Orbit speed can be specified using the
[camlookspeed command](/rust/Debug_Camera#lookspeed)
. Additionally, the
[camera lerping](/rust/Debug_Camera#lerping)
commands will also affect the smoothness of the orbit's movement.
Here's an example of the debug camera orbiting around a parented player and dollying in/out.
<upload
src=
"739b0/8d7bffa9fffefdd.mp4"
size=
"16612722"
name=
"debugcamera_parenting_orbit.mp4"
/
>
## Parent Offset
You can offset the position of the parented camera by using the basic
[camera transform controls](rust/Debug_Camera#transformcontrols)
, which can be particuarly useful if you still want to target an entity but re-position the camera's origin.
Use
<key>
Shift
</key>
+
<key>
R
</key>
to reset the offset transform and return the debug camera to it's original orbit position.
## Bone Targeting
By default, the debug camera will target the root bone of the nominated entity when parenting to it.
Use the command
`bind <key> +debugcamera_cyclebone`
to cycle between different bones of an entity. The console will print out the name of the targeted bone each time you use the key bind.
You can also use the command
`cambone <bonename>`
to manually parent the debug camera to a specific bone. Using
`cambone`
without a specified bone name will return the name of the bone currently targeted.
## Bone Rotation
`debugcamera_bonerotation <0/1>`
- Applies the target bone's rotation to the debug camera. Default value is
`0`
.
Here's an example of the debug camera targeting the head bone of a Horse with bone rotation enabled.
<upload
src=
"739b0/8d7bff9268094c7.mp4"
size=
"4719405"
name=
"cambone_head_horse.mp4"
/
>
# Camera Guides
Use the command
`debugcamera_guide <0-4>`
to enable different types of camera guide overlays. These are useful for helping frame particular compositions in your videos and images when using the debug camera.
Default value is
`0`
which disables the guide overlay. You can also assign a
[custom color](/rust/Debug_Camera#guidecolor)
to the guide overlay.
## Rule of thirds
Use
`debugcamera_guide 1`
to enable a rule of thirds guide for the debug camera.
<upload
src=
"739b0/8d7c00150950331.jpg"
size=
"804886"
name=
"debugcamera_guide_1.jpg"
/
>
## Golden Ratio
Use
`debugcamera_guide 2`
to enable a golden ratio fibonacci guide for the debug camera.
<upload
src=
"739b0/8d7c001934a9a39.jpg"
size=
"873177"
name=
"debugcamera_guide_2.jpg"
/
>
## Aspect Ratio
Use
`debugcamera_guide 3`
to enable an aspect ratio guide for the debug camera.
Set a custom aspect ratio by using
`debugcamera_guide_aspectratio <value>`
- for example
`1 1`
will be a square ratio. The aspect ratio being applied is printed in the top-left corner of the guide.
<upload
src=
"739b0/8d7c0020713e7e2.jpg"
size=
"459242"
name=
"debugcamera_guide_3.jpg"
/
>
## Crosshair
Use
`debugcamera_guide 4`
to enable a crosshair guide for the debug camera.
<upload
src=
"739b0/8d7c0022bb7abdb.jpg"
size=
"490565"
name=
"debugcamera_guide_4.jpg"
/
>
## Guide Color
Use
`debugcamera_guide_color <value>`
to set the color of the above guides.
The value parameter is measured in RGBA values.
# Physical Camera Mode
The following convars allow the debug camera to use physical camera properties in order to mimic real world measurements, e.g. using common camera sensor types and specific focal lengths. In most cases, using these settings can help make your camera feel more true to life.
If you're familiar with photography, these settings should feel right at home for you.
## Enable Physical Camera
Use
`camphysical 1`
to enable physical camera mode for the debug camera. To revert to default camera behaviour, use
`camphysical 0`
## Sensor Types
The first step with physical camera properties is to select a sensor size/type.
Use
`camphysicalsensortypes`
to print out a list of camera sensor types, followed by an ID number.
Below is a list of the available camera sensors to choose from:
- 8mm
`0`
- Super 8
`1`
- 16mm
`2`
- Super 16
`3`
- 32mm Perf
`4`
- 35mm Academy
`5`
- Super 35
`6`
- 65mm ALEXA
`7`
- 70mm
`8`
- 70mm IMAX
`9`
- ALEXA LF
`10`
- ALEXA 35
`11`
By default the debug camera will use 'Super 35' as the chosen sensor.
Use
`camphysicalsensor <0-11>`
to set the debug camera to a different senor type. The number you use in this command corresponds with the ID numbers printed at the end of each sensor name in the
[sensor types list](/rust/Debug_Camera#sensortypes)
. For example, if you wanted to select '65mm ALEXA' you would use
`camphysicalsensor 7`
## Focal Length
The final step is to choose a focal length for the debug camera's lens.
Use
`camphysicalfocallength <number>`
to set the FOV for the debug camera, where
`<number>`
is the focal length measured in millimeters (mm)
For example, use
`camphysicalfocallength 50`
to set the focal length to a
**50mm**
equivalent lens.
# Camera Info UI
<upload
src=
"739b0/8db13a16c589243.jpg"
size=
"270568"
name=
"caminfo_ui.jpg"
/
>
Use
`showcaminfo 1`
to enable UI with camera information whilst in debug camera view.
When enabled, an overlay will be displayed at the top of the screen containing the following information:
- Camera FOV
- Depth of field aperture and blur values
- Camera lock status
[(debugcamera_lock)](/rust/Debug_Camera#lockcamera)
- Sensor type (if physical camera mode is enabled)
- Focal length (if physical camera mode is enabled)
# Camera Shake
Use
`debugcamera_shake <amplitude> <frequency> <duration>`
to begin a camera shake.
- Amplitude adjusts the intensity of the shake (higher values result in a longer and smoother shake)
- Frequency adjusts the rate at which the shake repeats (higher values result in a quicker more vigorous shake)
- Duration changes both the variables above, with a shorter duration resulting in a heavier, more chaotic shake, whereas a longer duration will stretch the shake to complete over a longer period of time.
Using
`debugcamera_stopshake`
will force the shake to end.
<cat>Dev.Cinematic</cat> <title>Debug Camera</title> <upload src="739b0/8d7b02f4995fbbb.jpg" size="238322" name="rust-wiki_debug_header.jpg" /> # Getting Started Debug camera is a freecam view which can be used by server administrators and developers. ## Enabling Debug Camera Use the command `debugcamera` to toggle between the debug camera and player camera. By default the camera will be positioned inside the head of the player triggering the command. The command is best used when bound to a key - eg. `bind p debugcamera` # Transform Controls The controls for the debug camera are fairly straightforward and mostly mimic existing movement keys. <key>W A S D</key> - Position the camera <key>MOUSE</key> - Adjust the pitch and yaw of the camera (i.e. look around) <key>Q</key> - Raise camera height <key>E</key> - Lower camera height <key>Space</key> - Slows down the [move speed](/rust/Debug_Camera#cameraspeed) of the camera by half when held down. <key>Shift</key> - Speeds up the [move speed](/rust/Debug_Camera#cameraspeed) of the camera by double when held down. <key>Right Arrow</key> - Roll / rotate camera right or clockwise <key>Left Arrow</key> - Roll / rotate camera left or anti-clockwise <key>CTRL</key> + <key>MOUSE LEFT</key> / <key>MOUSE RIGHT</key> - Adjust roll / rotation of camera on the fly <key>UP Arrow</key> / <key>Down Arrow</key> - Adjust pitch of the camera angle (i.e. aim up or down) # Field of View <key>Z</key> or <key>+</key> - Zoom in (increase FOV amount) <key>C</key> or <key>-</key> - Zoom out (decrease FOV amount) <key>RIGHT MOUSE</key> + <key>MOUSE UP</key> / <key>MOUSE DOWN</key> - Adjust zoom (FOV amount) on the fly ## FOV Command You can also use the command `debugcamera_fov <value>` to set the zoom/FOV to a particular value. # Reset Camera Use the <key>R</key> key to reset the field of view and roll of the debug camera to it's default state. # Lock Camera Use `debugcamera_lock 1` to lock the debug camera in place. This prevents movement and FOV changes being made to the camera. To unlock the debug camera, use `debugcamera_lock 0` # Speed Controls Below are the available commands for controlling speed properties of the debug camera. ## Camera Speed `camspeed <amount>` - Sets the movement speed of the camera. Default value is `1`. ## Look Speed `camlookspeed <amount>` - Sets the look speed of the camera. Default value is `1`. An amount of `0` will lock the camera angle and prevent mouse movement to aim the camera. ## Zoom Speed `camzoomspeed <amount>` - Sets the zoom speed of the camera when using [FOV](/rust/Debug_Camera#fieldofview) controls. Default value is `1`. # Lerping These commands are useful for adding smoothed movement to certain properties of the debug camera. ## Camera Lerp `camlerp <amount>` - Add lerping (smoothing) to the debug camera's movement. Default value is `1`. Lower values such as `0.01` will provide smoother results to movement of the camera. `camlerptilt <0/1>` - Enable/disable tilt and roll locomotion for lower lerp values. ## Zoom Lerp `camzoomlerp <amount>` - Adds lerping to the camera's zoom movement. Default value is `1`. Useful for adding smoother movement to FOV adjustments. Lower values = smoother motion. # Save Points Use the command `debugcamera_save <name>` to save the position, angle, fov and roll of the camera. You can also use the command `debugcamera_savetofile <name>` to save the camera state as a **.cam** text file, which is stored in a folder called "camsaves" in the game's root directory. Load a camera save point or **.cam** file by using the command `debugcamera_load <name>` <note>Camera save points can be called on any level, server or [demo file](/rust/Demos). Saving a camera point with the same name will overwrite the previous save state with no warning.</note> ## Auto Save `debugcamera_autosave <0/1>` - Automatically save the debug camera state when toggling it. This will save / retain the position, angle, fov and roll of the camera. ## Auto Load `debugcamera_autoload <0/1>` - Automatically load the debug camera state when toggling it. ## Preserve `debugcamera_preserve <0/1>` - Preserve the initial debug camera state through game restarts. ## List Save Points `debugcamera_list` - Prints out all of the saved camera points; including name, position, rotation and zoom. The total number of saved camera points is printed at the bottom of the list. A separate section labelled 'files' is listed for all **.cam** files stored in the "camsaves" directory. ## Clear Saves Use the command `debugcamera_clear` to remove all camera save points. # Camera Unfreeze Use the command `debugcamera_unfreeze` to unfreeze player controls whilst remaining in the debug camera view. This also currently causes the debug camera to track the movement origin of the player. # Camera Parenting Use the command `bind <key> +debugcamera_targetbind` to bind a key of your choosing to toggle camera parenting. When using debug camera, press your key bind to parent the camera to an entity being looked at. Press the same key to un-parent the camera from the entity and return to normal free-cam. ## Orbit Controls Once parented, move the mouse to orbit the camera around the entity and [targeted bone.](/rust/Debug_Camera#bonetargeting) <key>UP Arrow</key> / <key>Down Arrow</key> keys will orbit the pitch axis of the targeted entity. <key>CTRL</key> + <key>Left Arrow</key> / <key>Right Arrow</key> keys will orbit the yaw axis of the targeted entity. <key>Left Arrow</key> / <key>Right Arrow</key> keys will roll / rotate the camera as normal. You can also dolly the camera in/out of the targeted entity (aka move closer or further away) by using the following commands: * `bind <key> +debugcamera_dollyforward` * `bind <key> +debugcamera_dollyback` Orbit speed can be specified using the [camlookspeed command](/rust/Debug_Camera#lookspeed). Additionally, the [camera lerping](/rust/Debug_Camera#lerping) commands will also affect the smoothness of the orbit's movement. Here's an example of the debug camera orbiting around a parented player and dollying in/out. <upload src="739b0/8d7bffa9fffefdd.mp4" size="16612722" name="debugcamera_parenting_orbit.mp4" /> ## Parent Offset You can offset the position of the parented camera by using the basic [camera transform controls](rust/Debug_Camera#transformcontrols), which can be particuarly useful if you still want to target an entity but re-position the camera's origin. Use <key>Shift</key> + <key>R</key> to reset the offset transform and return the debug camera to it's original orbit position. ## Bone Targeting By default, the debug camera will target the root bone of the nominated entity when parenting to it. Use the command `bind <key> +debugcamera_cyclebone` to cycle between different bones of an entity. The console will print out the name of the targeted bone each time you use the key bind. You can also use the command `cambone <bonename>` to manually parent the debug camera to a specific bone. Using `cambone` without a specified bone name will return the name of the bone currently targeted. ## Bone Rotation `debugcamera_bonerotation <0/1>` - Applies the target bone's rotation to the debug camera. Default value is `0`. Here's an example of the debug camera targeting the head bone of a Horse with bone rotation enabled. <upload src="739b0/8d7bff9268094c7.mp4" size="4719405" name="cambone_head_horse.mp4" /> # Camera Guides Use the command `debugcamera_guide <0-4>` to enable different types of camera guide overlays. These are useful for helping frame particular compositions in your videos and images when using the debug camera. Default value is `0` which disables the guide overlay. You can also assign a [custom color](/rust/Debug_Camera#guidecolor) to the guide overlay. ## Rule of thirds Use `debugcamera_guide 1` to enable a rule of thirds guide for the debug camera. <upload src="739b0/8d7c00150950331.jpg" size="804886" name="debugcamera_guide_1.jpg" /> ## Golden Ratio Use `debugcamera_guide 2` to enable a golden ratio fibonacci guide for the debug camera. <upload src="739b0/8d7c001934a9a39.jpg" size="873177" name="debugcamera_guide_2.jpg" /> ## Aspect Ratio Use `debugcamera_guide 3` to enable an aspect ratio guide for the debug camera. Set a custom aspect ratio by using `debugcamera_guide_aspectratio <value>` - for example `1 1` will be a square ratio. The aspect ratio being applied is printed in the top-left corner of the guide. <upload src="739b0/8d7c0020713e7e2.jpg" size="459242" name="debugcamera_guide_3.jpg" /> ## Crosshair Use `debugcamera_guide 4` to enable a crosshair guide for the debug camera. <upload src="739b0/8d7c0022bb7abdb.jpg" size="490565" name="debugcamera_guide_4.jpg" /> ## Guide Color Use `debugcamera_guide_color <value>` to set the color of the above guides. The value parameter is measured in RGBA values. # Physical Camera Mode The following convars allow the debug camera to use physical camera properties in order to mimic real world measurements, e.g. using common camera sensor types and specific focal lengths. In most cases, using these settings can help make your camera feel more true to life. If you're familiar with photography, these settings should feel right at home for you. ## Enable Physical Camera Use `camphysical 1` to enable physical camera mode for the debug camera. To revert to default camera behaviour, use `camphysical 0` ## Sensor Types The first step with physical camera properties is to select a sensor size/type. Use `camphysicalsensortypes` to print out a list of camera sensor types, followed by an ID number. Below is a list of the available camera sensors to choose from: - 8mm `0` - Super 8 `1` - 16mm `2` - Super 16 `3` - 32mm Perf `4` - 35mm Academy `5` - Super 35 `6` - 65mm ALEXA `7` - 70mm `8` - 70mm IMAX `9` - ALEXA LF `10` - ALEXA 35 `11` By default the debug camera will use 'Super 35' as the chosen sensor. Use `camphysicalsensor <0-11>` to set the debug camera to a different senor type. The number you use in this command corresponds with the ID numbers printed at the end of each sensor name in the [sensor types list](/rust/Debug_Camera#sensortypes). For example, if you wanted to select '65mm ALEXA' you would use `camphysicalsensor 7` ## Focal Length The final step is to choose a focal length for the debug camera's lens. Use `camphysicalfocallength <number>` to set the FOV for the debug camera, where `<number>` is the focal length measured in millimeters (mm) For example, use `camphysicalfocallength 50` to set the focal length to a **50mm** equivalent lens. # Camera Info UI <upload src="739b0/8db13a16c589243.jpg" size="270568" name="caminfo_ui.jpg" /> Use `showcaminfo 1` to enable UI with camera information whilst in debug camera view. When enabled, an overlay will be displayed at the top of the screen containing the following information: - Camera FOV - Depth of field aperture and blur values - Camera lock status [(debugcamera_lock)](/rust/Debug_Camera#lockcamera) - Sensor type (if physical camera mode is enabled) - Focal length (if physical camera mode is enabled) # Camera Shake Use `debugcamera_shake <amplitude> <frequency> <duration>` to begin a camera shake. - Amplitude adjusts the intensity of the shake (higher values result in a longer and smoother shake) - Frequency adjusts the rate at which the shake repeats (higher values result in a quicker more vigorous shake) - Duration changes both the variables above, with a shorter duration resulting in a heavier, more chaotic shake, whereas a longer duration will stretch the shake to complete over a longer period of time. Using `debugcamera_stopshake` will force the shake to end.
Rust Wiki
Playing
Getting Started
0
General
5
Chat
Keybinds
Teams
Tool Cupboard, decay and building privilege
Useful Console Commands
The World
7
Animals
Building-terminology
Farming Basics
Fishing
Ore Nodes
Outpost
The Map
Server Hosting
15
Adding custom radios to Boombox
Centralized Banning
Creating a hidden, whitelisted server
Creating a server
Custom Server Icon
Getting started with your rust server
Hosting Custom Maps
Procedural Generation Customization
Receiving player reports
Rust+ Server
Server Browser Tags
Server Custom Emojis
Server DNS Records
Server Gamemodes
Server Wipe Timer
Other Topics
5
Graffiti Pack
Instruments
Sunburn
Twitch Drops
Weather
Developers
Getting Started
0
World Design
8
Custom Maps
FAQ and Troubleshooting
Map Data
Map Editors
Terrain
Topology
Utility Prefabs
Volume Prefabs
Skinning
2
Creating Skins
Creating Transparent PNGs
Game Modes
0
Workshop
2
Getting Your Skin Accepted
Workshop FAQ
Cinematic Tools
9
Cinematic Animations
CopyPaste
Debug Camera
Demos
Depth Of Field
MIDI Binding
Other Commands
Overview
Prefabs & Entities
Modding
10
Coroutines
CSharp Basics
CSharp Formatting
Entities
Hooks
Item Mods
Items Overview
Modding
Modding Overview
Modding Tools
Other Topics
0
Items
Weapons
52
16x Zoom Scope
8x Zoom Scope
Assault Rifle
Beancan Grenade
Bolt Action Rifle
Bone Club
Bone Knife
Butcher Knife
Candy Cane Club
Combat Knife
Compound Bow
Crossbow
Custom SMG
Double Barrel Shotgun
Eoka Pistol
F1 Grenade
Flame Thrower
Holosight
Hunting Bow
L96 Rifle
Longsword
LR-300 Assault Rifle
M249
M39 Rifle
M92 Pistol
Mace
Machete
MP5A4
Multiple Grenade Launcher
Muzzle Boost
Muzzle Brake
Nailgun
Paddle
Pitchfork
Pump Shotgun
Python Revolver
Revolver
Rocket Launcher
Salvaged Cleaver
Salvaged Sword
Semi-Automatic Pistol
Semi-Automatic Rifle
Silencer
Simple Handmade Sight
Snowball
Spas-12 Shotgun
Stone Spear
Thompson
Waterpipe Shotgun
Weapon flashlight
Weapon Lasersight
Wooden Spear
Construction
45
Armored Door
Armored Double Door
Barbed Wooden Barricade
Blueprint
Building Plan
Chainlink Fence
Chainlink Fence Gate
Code Lock
Concrete Barricade
Door Closer
Floor grill
Garage Door
High External Stone Gate
High External Stone Wall
High External Wooden Gate
High External Wooden Wall
Key Lock
Ladder Hatch
Large Water Catcher
Metal Barricade
Metal horizontal embrasure
Metal Shop Front
Metal Vertical embrasure
Metal Window Bars
Mining Quarry
Netting
Prison Cell Gate
Prison Cell Wall
Pump Jack
Reinforced Glass Window
Reinforced Window Bars
Sandbag Barricade
Sheet Metal Door
Sheet Metal Double Door
Shop Front
Small Water Catcher
Stone Barricade
Tool Cupboard
Watch Tower
Wood Double Door
Wood Shutters
Wooden Barricade
Wooden Door
Wooden Ladder
Wooden Window Bars
Items
75
Barbeque
Bed
Bota Bag
Camp Fire
Chair
Chinese Lantern
Chippy Arcade Game
Christmas Door Wreath
Christmas Lights
Christmas Tree
Composter
Double Sign Post
Dragon Door Knocker
Drop Box
Easter Door Wreath
Festive Doorway Garland
Festive Window Garland
Fridge
Furnace
Hitch & Trough
Huge Wooden Sign
Jack O Lantern Angry
Jack O Lantern Happy
Kayak
Landscape Picture Frame
Lantern
Large Banner Hanging
Large Banner on pole
Large Furnace
Large Planter Box
Large Wood Box
Large Wooden Sign
Locker
Mail Box
Medium Wooden Sign
One Sided Town Sign Post
Paper Map
Pookie Bear
Portrait Picture Frame
Reactive Target
Repair Bench
Research Table
Rug
Rug Bear Skin
Salvaged Shelves
Scarecrow
Search Light
Single Sign Post
Skull Door Knocker
Skull Fire Pit
Sleeping Bag
Small Oil Refinery
Small Planter Box
Small Stash
Small Stocking
Small Wooden Sign
Snowman
Spinning wheel
Stone Fireplace
SUPER Stocking
Survival Fish Trap
Table
Tall Picture Frame
Tuna Can Lamp
Two Sided Hanging Sign
Two Sided Town Sign Post
Vending Machine
Water Barrel
Water Purifier
Wood Storage Box
Work Bench Level 1
Work Bench Level 2
Work Bench Level 3
XL Picture Frame
XXL Picture Frame
Resources
31
Animal Fat
Battery - Small
Bone Fragments
CCTV Camera
Charcoal
Cloth
Coal :(
Crude Oil
Diesel Fuel
Empty Can Of Beans
Empty Tuna Can
Explosives
Gun Powder
High Quality Metal
High Quality Metal Ore
Human Skull
Leather
Low Grade Fuel
Metal Fragments
Metal Ore
Paper
Research Paper
Salt Water
Scrap
Stones
Sulfur
Sulfur Ore
Targeting Computer
Water
Wolf Skull
Wood
Attire
78
A Barrel Costume
Arctic Scientist Suit
Bandana Mask
Baseball Cap
Basic Horse Shoes
Bone Armor
Bone Helmet
Boonie Hat
Boots
Bucket Helmet
Bunny Ears
Bunny Onesie
Burlap Gloves
Burlap Headwrap
Burlap Shirt
Burlap Shoes
Burlap Trousers
Candle Hat
Clatter Helmet
Coffee Can Helmet
Crate Costume
Diving Fins
Diving Mask
Diving Tank
Dragon Mask
Frog Boots
Glowing Eyes
Hazmat Suit
Heavy Plate Helmet
Heavy Plate Jacket
Heavy Plate Pants
Heavy Scientist Suit
Hide Boots
Hide Halterneck
Hide Pants
Hide Poncho
Hide Skirt
Hide Vest
High Quality Horse Shoes
Hoodie
Improvised Balaclava
Jacket
Leather Gloves
Longsleeve T-Shirt
Metal Chest Plate
Metal Facemask
Miners Hat
Mummy Suit
Night Vision Goggles
Pants
Party Hat
Rat Mask
Reindeer Antlers
Riot Helmet
Road Sign Jacket
Road Sign Kilt
Roadsign Gloves
Roadsign Horse Armor
Saddle bag
Santa Beard
Santa Hat
Scarecrow Suit
Scarecrow Wrap
Scientist Suit
Scientist Suit
Shirt
Shorts
Snow Jacket
Surgeon Scrubs
T-Shirt
Tactical Gloves
Tank Top
Wetsuit
Wolf Headdress
Wood Armor Helmet
Wood Armor Pants
Wood Chestplate
Wooden Horse Armor
Tools
26
Binoculars
Birthday Cake
bucket.water
Camera
Chainsaw
Flare
Flashlight
Garry's Mod Tool Gun
Geiger Counter
Hammer
Handmade Fishing Rod
Hatchet
Jackhammer
Pickaxe
RF Transmitter
Rock
Salvaged Axe
Salvaged Hammer
Salvaged Icepick
Satchel Charge
Smoke Grenade
Stone Hatchet
Stone Pickaxe
Survey Charge
Timed Explosive Charge
Torch
Medical
5
Anti-Radiation Pills
Bandage
Blood
Large Medkit
Medical Syringe
Food
51
Apple
Black Raspberries
Blueberries
Burnt Bear Meat
Burnt Chicken
Burnt Deer Meat
Burnt Horse Meat
Burnt Human Meat
Burnt Pork
Burnt Wolf Meat
Cactus Flesh
Can of Beans
Can of Tuna
Candy Cane
Chocolate Bar
Cooked Bear Meat
Cooked Chicken
Cooked Deer Meat
Cooked Fish
Cooked Horse Meat
Cooked Human Meat
Cooked Pork
Cooked Wolf Meat
Corn
Corn Clone
Corn Seed
Farming & Genetics
Granola Bar
Hemp Clone
Hemp Seed
Minnows
Mushroom
Pickles
Pumpkin
Pumpkin Plant Clone
Pumpkin Seed
Raw Bear Meat
Raw Chicken Breast
Raw Deer Meat
Raw Fish
Raw Horse Meat
Raw Human Meat
Raw Pork
Raw Wolf Meat
Rotten Apple
Small Trout
Small Water Bottle
Spoiled Chicken
Spoiled Human Meat
Spoiled Wolf Meat
Water Jug
Ammo
24
12 Gauge Buckshot
12 Gauge Incendiary Shell
12 Gauge Slug
40mm HE Grenade
40mm Shotgun Round
40mm Smoke Grenade
5.56 Rifle Ammo
Bone Arrow
Explosive 5.56 Rifle Ammo
Fire Arrow
Handmade Shell
High Velocity Arrow
High Velocity Rocket
HV 5.56 Rifle Ammo
HV Pistol Ammo
Incendiary 5.56 Rifle Ammo
Incendiary Pistol Bullet
Incendiary Rocket
Nailgun Nails
Pistol Bullet
Rocket
SAM Ammo
Smoke Rocket WIP!!!!
Wooden Arrow
Traps
7
Flame Turret
Homemade Landmine
SAM Site
Shotgun Trap
Snap Trap
Tesla Coil
Wooden Floor Spikes
Components
20
Armored Cockpit Vehicle Module
Bleach
Duct Tape
Electric Fuse
Empty Propane Tank
Gears
Glue
Metal Blade
Metal Pipe
Metal Spring
Rifle Body
Road Signs
Rope
Semi Automatic Body
Sewing Kit
Sheet Metal
SMG Body
Sticks
Tarp
Tech Trash
Electrical
38
AND Switch
Audio Alarm
Auto Turret
Blocker
Cable Tunnel
Ceiling Light
Counter
Deluxe Christmas Lights
Door Controller
Electrical Branch
Elevator
Flasher Light
HBHF Sensor
Igniter
Large Rechargable Battery
Large Solar Panel
Laser Detector
Medium Rechargable Battery
Memory Cell
OR Switch
Pressure Pad
RAND Switch
RF Broadcaster
RF Pager
RF Receiver
Root Combiner
Simple Light
Siren Light
Small Generator
Small Rechargable Battery
Splitter
Switch
Tesla Coil
Test Generator
Timer
Wind Turbine
Wire Tool
XOR Switch
Fun
28
Acoustic Guitar
Blue Boomer
Blue Roman Candle
Canbourine
Champagne Boomer
Cowbell
Firecracker String
Green Boomer
Green Roman Candle
Jerry Can Guitar
Junkyard Drum Kit
New Year Gong
Orange Boomer
Pan Flute
Plumber's Trumpet
Red Boomer
Red Roman Candle
Red Volcano Firework
Shovel Bass
Sousaphone
Violet Boomer
Violet Roman Candle
Violet Volcano Firework
Wheelbarrow Piano
White Volcano Firework
Wrapped Gift
Wrapping Paper
Xylobone
Misc
45
Blue Keycard
Bronze Egg
Coffin
Cursed Cauldron
Decorative Baubels
Decorative Gingerbread Men
Decorative Pinecones
Decorative Plastic Candy Canes
Decorative Tinsel
Door Key
Egg Basket
Fogger-3000
Giant Candy Decor
Giant Lollipop Decor
Gold Egg
Gravestone
Graveyard Fence
Green Keycard
Hab Repair
Halloween Candy
Large Candle Set
Large Loot Bag
Large Present
MC repair
Medium Loot Bag
Medium Present
Note
Painted Egg
Pumpkin Bucket
Red Keycard
Rustigé Egg - Blue
Rustigé Egg - Red
ScrapTransportHeliRepair
Sickle
Silver Egg
Small Candle Set
Small Loot Bag
Small Present
Snow Machine
Spider Webs
Spooky Speaker
Star Tree Topper
Strobe Light
Tree Lights
Wooden Cross