Rust Wiki

Other Commands

Below are some other commands useful for cinematics and video content creation.

Player Appearance

Use the commands below to modify the appearance of a player or NPC, either on a private server or demo.

Player Seed

playerseed <seed> <optional playername/id> - Change the appearance of a player to a specific seed number.

If no player name is specified in the optional parameter, the appearance of the local player parsing the command will be changed to the specified seed number.

Additionally, you can also use a Steam ID or player name (eg. on a server/demo) for the seed parameter.

Shuffle Player Seed

shuffleplayerseed <optional playername/id> - Shuffles the appearance of a player to a random seed number. The seed number is printed to the console for future reference.

If no player name is specified in the optional parameter, the appearance of the current player parsing the command will be shuffled to a random seed number.

Changing the appearance of a player with these commands is only visible to the local client - other players on the server will not see the changes.

Inventory Loadouts

The following commands are used to save and load server-side loadouts for player inventories.

Saving

inventory.saveloadout <loadout name> - Saves the current belt and attire equipped on your player into a file.

These files are saved in a folder named "loadouts" in your server's root identity directory, for example "my_server/loadouts"

Deploying

inventory.deployloadout <loadout name> <optional playername/id> - Applies a saved loadout onto the given player. If no player name or ID is specified, the loadout will be deployed to the local player (yourself).

inventory.deployloadoutinrange <loadout name> <radius>- Applies a saved loadout onto all players in a specified radius.

Extras

inventory.listloadouts - Prints to the console a list of all the saved loadouts stored on the server.

inventory.clearinventory <optional playername/id> - Clears the belt and attire of a player. If no player name or ID is specified, the loadout will be deployed to the local player (yourself).

inventory.disableAttireLimitations - Allows players to equip NPC only clothing as well as use combinations that normally conflict with one another, e.g. hazmat suit and sunglasses. Used mostly for cinematic purposes.

Time & Weather Manipulation

Below are all client side commands, not server convars.

Admin Time

admintime <time> - Override the time of day for the client, measured in 24hr time.

Useful during demo playback; For example admintime 12 will set the demo time to midday. -1 will return the demo to it's original recorded time.

Time progression is paused locally when setting a custom admin time.

Admin Weather

adminclouds <0-1> - Set the weather clouds amount for the client. -1 will return to the server/demo value.

adminfog <0-1> - Set the wind amount for the client. -1 will return to the server/demo value.

adminwind <0-1> - Set the fog amount for the client. -1 will return to the server/demo value.

adminrain <0-1> - Set the rain amount for the client. -1 will return to the server/demo value.

Cloud Movement

env.cloudmovement <0/1> - Enable/disable the movement of skydome clouds for the client.

env.cloudrotation <0-360> - Offset the skydome clouds for the client with a rotation/degree value.

Additional Quality Options

The below commands are particularly useful for demo playback to ensure footage is captured at the highest fidelity.

Tree Quality

Use the command tree.quality <amount> to increase or decrease tree render distance.

The max tree render distance is currently clamped at 1000, which should provide good results for most cases.

Grass Draw Distance

Use the command grass.distance <amount> to modify the render range for extras such as grass and small rocks.

The convar range is currently 100-200. Default value is 100.

LOD Override

Use the commands lodbias 5 and mesh.quality 1000 to increase the level of detail (LOD) for entities.

Running these commands will improve the level of detail and mesh render quality of game objects over an extended distance - e.g. players, deployables, buildings, world objects, etc.