{"id":590,"date":"2021-05-16T08:50:19","date_gmt":"2021-05-16T08:50:19","guid":{"rendered":"https:\/\/xgamingserver.com\/blog\/?p=590"},"modified":"2026-06-15T19:22:16","modified_gmt":"2026-06-15T19:22:16","slug":"rust-rcon-server-console-commands","status":"publish","type":"post","link":"https:\/\/xgamingserver.com\/blog\/rust-rcon-server-console-commands\/","title":{"rendered":"Rust Rcon Server Console Commands"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\">Whether you are kicking a cheater at 3 AM, saving the map before a restart, or teleporting a stuck player out of a rock, you do it through the same place: the Rust server console. There are two ways to reach that console \u2014 the in-game <strong>F1 console<\/strong> and remote <strong>RCON<\/strong> \u2014 and once you understand how they connect, the entire administration surface of a Rust dedicated server opens up. This is a complete, no-fluff reference to Rust&#8217;s WebRCON system, the convars that make it work, and the day-to-day commands every admin needs.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">WebRCON: how Rust&#8217;s remote console actually works<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Unlike most Source-engine games, Rust does <strong>not<\/strong> use the legacy TCP-based Source RCON protocol. Instead, it ships <strong>WebRCON<\/strong> \u2014 a WebSocket-based remote console. Facepunch maintains the official, open-source web client at <a href=\"https:\/\/facepunch.github.io\/webrcon\/\">facepunch.github.io\/webrcon<\/a> (source on the <code>Facepunch\/webrcon<\/code> GitHub repo). You point it at your server&#8217;s IP address, RCON port, and RCON password, and it opens a persistent websocket to the server. Because the connection details are embedded in the URL, you can hand that URL to a co-admin, who is then prompted for the password before they can issue commands.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Three convars govern whether RCON works at all. Get these right and you can administer the server from any browser; get them wrong and you are locked out of remote management entirely.<\/p>\n\n\n\n<figure class=\"wp-block-table is-style-stripes\"><table><thead><tr><th>Convar<\/th><th>Default \/ Example<\/th><th>What it does<\/th><\/tr><\/thead><tbody><tr><td><code>rcon.port<\/code><\/td><td><strong>28016<\/strong><\/td><td>The TCP port the WebRCON websocket listens on. Default is equal to <code>server.port<\/code> \u2014 in practice that means <code>server.port + 1<\/code>, which is why 28016 pairs with the default game port 28015.<\/td><\/tr><tr><td><code>rcon.password<\/code><\/td><td>(none \u2014 must set)<\/td><td>The password the WebRCON client must supply. The wiki&#8217;s exact note here is &#8220;Change this value!!!&#8221; \u2014 if you leave it empty, RCON is effectively unusable and insecure.<\/td><\/tr><tr><td><code>rcon.web<\/code><\/td><td><strong>1<\/strong><\/td><td>Selects the protocol. <code>1<\/code> = WebSocket\/WebRCON mode (the recommended setting); <code>0<\/code> = legacy mode. The wiki explicitly suggests <code>rcon.web 1<\/code>.<\/td><\/tr><tr><td><code>server.port<\/code><\/td><td><strong>28015<\/strong><\/td><td>The UDP port for actual game traffic. This is separate from the RCON port \u2014 players connect here, admins connect to the RCON port.<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">One critical networking detail: <code>server.port<\/code> (28015) is <strong>UDP<\/strong> for game traffic, while <code>rcon.port<\/code> (28016) is a <strong>TCP\/WebSocket<\/strong> port. If your firewall or hosting panel only forwards one of them, you will see the symptom of &#8220;players can join but RCON won&#8217;t connect&#8221; (or vice versa). Both must be open.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">F1 console vs RCON: same commands, different door<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">This trips up a lot of new admins, so let&#8217;s be precise. The in-game <strong>F1 console<\/strong> and <strong>RCON<\/strong> share the same command surface. A command like <code>status<\/code>, <code>server.save<\/code>, or a kick\/ban works identically whether you type it into F1 while logged into the game with an auth level, or send it through a WebRCON client.<\/p>\n\n\n\n<ul class=\"wp-block-list\"><li><strong>F1 console<\/strong> \u2014 requires you to be in-game with an admin\/owner auth level. Convenient for quick in-the-moment fixes while you&#8217;re playing.<\/li><li><strong>RCON<\/strong> \u2014 lets you run those same commands remotely, without ever loading into the game. This is how you manage the server from your phone, a panel, or a script.<\/li><\/ul>\n\n\n\n<p class=\"wp-block-paragraph\">There&#8217;s an equally important distinction between where you set <em>convars<\/em>. The official guidance is blunt: <em>&#8220;Set only necessities like ports or rcon on the command line. If you want to change a bunch of variables a good option is creating a <code>server.cfg<\/code> file.&#8221;<\/em> The server reads <code>server.cfg<\/code> at startup, and it takes priority over command-line settings. The takeaway that catches people out: <strong><code>server.*<\/code> convars are set via the command line or <code>server.cfg<\/code>, NOT typed into in-game chat.<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Here is the canonical launch line from the wiki, showing how ports and core world settings are passed at startup:<\/p>\n\n\n\n<pre class=\"wp-block-code\"><code>RustDedicated.exe -batchmode +server.port 28015 +server.level \"Procedural Map\"\n+server.seed 1234 +server.worldsize 4000 +server.maxplayers 10\n+server.hostname \"Name of Server\" +server.description \"Description\"<\/code><\/pre>\n\n\n\n<p class=\"wp-block-paragraph\">If you&#8217;d rather not wrangle launch flags by hand, a managed <a href=\"https:\/\/xgamingserver.com\/rust-hosting-server\">Rust server hosting plan<\/a> exposes these convars in a control panel and handles WebRCON port forwarding for you \u2014 but everything below works identically on a self-hosted box.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">The essential server.* convars<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">These are the convars you&#8217;ll touch most, almost all of them set in <code>server.cfg<\/code> or on the launch line:<\/p>\n\n\n\n<ul class=\"wp-block-list\"><li><code>server.hostname<\/code> \u2014 the server name shown in the browser.<\/li><li><code>server.description<\/code> \u2014 the description shown on the server&#8217;s info panel.<\/li><li><code>server.maxplayers<\/code> \u2014 the player slot cap (wiki example: <code>10<\/code>).<\/li><li><code>server.identity<\/code> \u2014 creates the server&#8217;s directory\/save structure (wiki example: <code>\"server1\"<\/code>). Changing this effectively points the server at a different save folder.<\/li><li><code>server.seed<\/code> \u2014 the procedural map seed, any integer.<\/li><li><code>server.worldsize<\/code> \u2014 the map dimensions.<\/li><li><code>server.level<\/code> \u2014 the map type to load.<\/li><li><code>server.port<\/code> \u2014 the UDP game port.<\/li><\/ul>\n\n\n\n<p class=\"wp-block-paragraph\">Two convars you&#8217;ll see referenced elsewhere \u2014 <code>server.tickrate<\/code> and <code>server.saveinterval<\/code> \u2014 are not documented on the official &#8220;Creating a server&#8221; wiki page. They do exist (tickrate is discussed under performance below), but treat any exact default you read for them with healthy skepticism and confirm against current docs.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Day-to-day admin commands<\/h2>\n\n\n\n<h3 class=\"wp-block-heading\">Seeing who&#8217;s online: status, players, playerlist, users<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">The workhorse is <code>status<\/code>. It prints a server header (hostname, version, map, player counts) followed by one row per connected player. The columns are:<\/p>\n\n\n\n<ul class=\"wp-block-list\"><li><strong>ID<\/strong> \u2014 the player&#8217;s SteamID64 (a 17-digit number such as <code>76561197854018763<\/code>).<\/li><li><strong>Name<\/strong> \u2014 Steam profile name.<\/li><li><strong>Ping<\/strong> \u00b7 <strong>Connected<\/strong> (seconds) \u00b7 <strong>Addr<\/strong> (IP address).<\/li><li><strong>Owner<\/strong> \u2014 auth level \u00b7 <strong>Violation<\/strong> \u2014 anti-cheat violation level \u00b7 <strong>Kicks<\/strong>.<\/li><\/ul>\n\n\n\n<p class=\"wp-block-paragraph\">You have three more ways to list players, each suited to a different job:<\/p>\n\n\n\n<ul class=\"wp-block-list\"><li><code>players<\/code> \u2014 a tabular list with columns ID, Name, Ping, Snap, Update, Posi, Dist. Names over 15 characters are truncated to 14.<\/li><li><code>playerlist<\/code> \u2014 returns an array of hashes (JSON-like), built for web apps. Per-player keys include SteamID, OwnerSteamID, DisplayName, Ping, Address, ConnectedSeconds, ViolationLevel, CurrentLevel, UnspentXp, and Health. The Owner auth value is <code>2<\/code> for owner and <code>1<\/code> for moderator.<\/li><li><code>users<\/code> \u2014 connected players in the format <code><steamid>:\"<playername>\"<\/code>, plus a total count.<\/li><\/ul>\n\n\n\n<p class=\"wp-block-paragraph\">A note on a command you may see floating around forums: <code>global.players<\/code> is <strong>not<\/strong> a reliable, documented way to list players. Stick to the four verified commands above. For a deeper walkthrough of reading the output and spotting suspicious connections, see our guide on <a href=\"https:\/\/xgamingserver.com\/blog\/how-to-see-who-is-on-your-rust-server\/\">how to see who is on your Rust server<\/a>.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Saving, kicking, banning, and ownership<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">The SteamID64 in the <strong>ID<\/strong> column is the key to almost every moderation action. Owner and moderator assignment both key off it:<\/p>\n\n\n\n<pre class=\"wp-block-code\"><code># Force a world save (always do this before a restart)\nserver.save\n\n# Grant \/ remove owner-level admin by SteamID64\nownerid 76561197854018763 \"PlayerName\" \"reason\"\nremoveowner 76561197854018763\n\n# Kick and ban\nkick \"PlayerName\"\nban \"PlayerName\"<\/code><\/pre>\n\n\n\n<p class=\"wp-block-paragraph\">Run <code>server.save<\/code> before any planned restart so progress isn&#8217;t lost between the last autosave and shutdown. The <code>teleportpos<\/code> family of commands moves a targeted player to a coordinate \u2014 handy for extracting someone stuck inside terrain. The exact vanilla moderator-assignment command beyond <code>ownerid<\/code>\/<code>removeowner<\/code> varies, so if you want a tiered staff structure, that&#8217;s usually handled through the permissions system of a modding framework rather than raw convars.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Changing the map via console<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">The world your server generates is controlled by four convars. Note the verified ranges \u2014 out-of-range values either fail or behave unpredictably.<\/p>\n\n\n\n<figure class=\"wp-block-table is-style-stripes\"><table><thead><tr><th>Convar<\/th><th>Value \/ Range<\/th><th>Notes<\/th><\/tr><\/thead><tbody><tr><td><code>server.seed<\/code><\/td><td><strong>0 \u2013 2147483647<\/strong><\/td><td>Any integer in this range. The seed shapes the procedural terrain layout.<\/td><\/tr><tr><td><code>server.worldsize<\/code><\/td><td><strong>1000 \u2013 6000<\/strong> (wiki example 4000)<\/td><td>Roughly km\u00b2 scaling \u2014 a 3000 worldsize is about 9 km\u00b2. 4500 is a popular community choice but is not a documented default.<\/td><\/tr><tr><td><code>server.level<\/code><\/td><td>map name string<\/td><td>Documented value is <code>\"Procedural Map\"<\/code>. In practice <code>\"Barren\"<\/code>, <code>\"HapisIsland\"<\/code>, <code>\"SavasIsland\"<\/code> (and <code>SavasIsland_koth<\/code>) also work. <code>CraggyIsland<\/code> is a legacy\/dev map and is generally not recommended for live servers.<\/td><\/tr><tr><td><code>server.levelurl<\/code><\/td><td>direct .map download URL<\/td><td>Used for custom maps instead of seed\/worldsize.<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">Custom maps have strict rules. <code>server.levelurl<\/code> is described as &#8220;the most important server parameter&#8221; for them \u2014 the server downloads the map from that URL, and so do clients (not from the game server itself), so it must be a <strong>direct download link<\/strong> hosted on a <strong>publicly accessible, 24\/7 server<\/strong>. A click-through landing page won&#8217;t work. Crucially, <strong>when using a custom map you must remove <code>server.worldsize<\/code> and <code>server.seed<\/code><\/strong> from your config, because they conflict with custom map loading. The local form <code>file:\/\/\/path\/to\/cool.map<\/code> works for single-machine testing but prevents other players from connecting.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Does changing the map wipe the server? Altering <code>server.seed<\/code>, <code>server.worldsize<\/code>, <code>server.level<\/code>, or <code>server.levelurl<\/code> changes the generated\/loaded world, which invalidates the existing map save \u2014 every structure, deployable, and placed entity is effectively wiped because they no longer correspond to valid terrain. <strong>Player blueprints, however, are a separate save<\/strong> and are not necessarily reset by a map change alone; they survive unless you also clear the blueprint\/player data. The full step-by-step is in our dedicated guide on <a href=\"https:\/\/xgamingserver.com\/blog\/how-to-change-the-map-on-your-rust-server\/\">changing the map on your Rust server<\/a>.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Going further: Oxide, Carbon, and permissions<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Vanilla convars only take you so far. To do anything beyond the built-in command set \u2014 custom kits, economies, gather rates, GUI admin menus \u2014 you install a modding framework. There are two:<\/p>\n\n\n\n<ul class=\"wp-block-list\"><li><strong>Oxide \/ uMod<\/strong> \u2014 the long-established framework with the largest plugin library (1,400+ plugins on uMod). Plugins live in <code>oxide\/plugins\/<\/code> (<code>.cs<\/code> files), configs in <code>oxide\/config\/<\/code> (<code>.json<\/code>), data in <code>oxide\/data\/<\/code>, logs in <code>oxide\/logs\/<\/code>.<\/li><li><strong>Carbon<\/strong> \u2014 a modern framework that the official wiki describes as &#8220;a modern modding framework&#8230; responsible for handling background operations and running custom plugins and extensions with maximum performance.&#8221; It offers &#8220;seamless migration from Oxide with identical folder structure and automatic data migration tools&#8221; and &#8220;uses Harmony and does not require any additional patches to run existing Oxide plugins.&#8221; Because the folder structure is identical, plugins go in the Carbon equivalents of the Oxide paths. Community testing reports ~99% Oxide-plugin compatibility and dynamic hook loading for lower RAM\/CPU use.<\/li><\/ul>\n\n\n\n<p class=\"wp-block-paragraph\">Permissions work the same in both. Two default groups are created automatically \u2014 <code>admin<\/code> (where admins land) and <code>default<\/code> (everyone else) \u2014 and permission nodes follow the format <code>pluginname.permission<\/code> (e.g. <code>vanish.allow<\/code>). The core command syntax:<\/p>\n\n\n\n<pre class=\"wp-block-code\"><code># Grant \/ revoke to a USER (player name OR SteamID64)\noxide.grant  user 76561197854018763 vanish.allow\noxide.revoke user PlayerName vanish.allow\n\n# Grant \/ revoke to a GROUP\noxide.grant  group admin coolplugin.use\noxide.revoke group admin coolplugin.use\n\n# Create \/ delete a group, set title+rank, set inheritance\noxide.group add supporters\noxide.group set supporters \"[Server Supporters]\" 1\noxide.group parent tier_2 tier_1\n\n# Add \/ remove a user to\/from a group\noxide.usergroup add    PlayerName supporters\noxide.usergroup remove PlayerName supporters\n\n# Inspect\noxide.show groups\noxide.show group admin\noxide.show perms supporters<\/code><\/pre>\n\n\n\n<p class=\"wp-block-paragraph\">Carbon accepts the exact same <code>oxide.*<\/code> command surface and adds the short <code>o.<\/code> alias (e.g. <code>o.grant<\/code>, <code>o.reload<\/code>), which also works on Oxide; Carbon&#8217;s native reload is <code>carbon.reload<\/code>. Wildcard syntax like <code>pluginname.*<\/code> is used in practice but behaves on a per-plugin basis, so verify it for each plugin rather than assuming. Our full breakdown lives in the guide to <a href=\"https:\/\/xgamingserver.com\/blog\/how-to-set-plugin-permission-on-your-rust-server\/\">setting plugin permissions on your Rust server<\/a>, and our <a href=\"https:\/\/xgamingserver.com\/blog\/top-10-admin-plugins-for-your-rust-server\/\">top admin plugins roundup<\/a> covers staples like AdminMenu, Vanish, and RemoverTool.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Frequently asked questions<\/h2>\n\n\n\n<h3 class=\"wp-block-heading\">What is the default Rust RCON port?<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">The default RCON port is <strong>28016<\/strong>. By default <code>rcon.port<\/code> equals <code>server.port<\/code>, and since the default game port (<code>server.port<\/code>) is <strong>28015<\/strong>, the RCON port lands at 28016 in practice. Remember that 28015 is a UDP game port while 28016 is a TCP\/WebSocket port \u2014 both must be open in your firewall.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">How do I connect to Rust RCON from a browser?<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">Use Facepunch&#8217;s official WebRCON client at <code>facepunch.github.io\/webrcon<\/code>. Enter your server IP, the RCON port (28016 by default), and your <code>rcon.password<\/code>. Make sure <code>rcon.web 1<\/code> is set on the server so it speaks the WebSocket protocol. The resulting connection URL can be shared with another admin, who will be prompted for the password.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">What&#8217;s the difference between the F1 console and RCON?<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">They run the same commands. The F1 console requires you to be in-game with an admin auth level, while RCON lets you send those commands remotely without loading into the game. One key rule applies to both: <code>server.*<\/code> convars are set via the command line or <code>server.cfg<\/code> at startup, not typed into chat.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">How do I see a list of players and their SteamID64s?<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">Run <code>status<\/code> for the most complete view \u2014 its ID column is the SteamID64 (a 17-digit number) you&#8217;ll use for owner\/ban actions. <code>players<\/code> gives a compact table, <code>playerlist<\/code> returns JSON-like data ideal for web apps, and <code>users<\/code> outputs <code><steamid>:\"<name>\"<\/code> pairs with a total count. Avoid relying on <code>global.players<\/code> \u2014 it isn&#8217;t a documented, reliable command.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">How do I change the gather rate through RCON?<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">You can&#8217;t with vanilla convars \u2014 <strong>Rust has no built-in gather-rate multiplier.<\/strong> You must install a plugin, with GatherManager being the de facto standard. Its commands take the form <code>gather.rate <dispenser|pickup|quarry|survey> \"<resource>\" <multiplier><\/code>, for example <code>gather.rate dispenser Wood 10<\/code>. See our guide on <a href=\"https:\/\/xgamingserver.com\/blog\/how-to-modify-the-gather-rate-on-your-rust-server\/\">modifying the gather rate<\/a> for the full setup.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">My plugins stopped loading after an update \u2014 what happened?<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">A Facepunch update (such as the monthly force wipe) overwrites Oxide and Carbon files, so you must reinstall the framework after every update before plugins will load again. On force-wipe day Carbon is typically patched within hours, which matters for capturing the first-online player rush. Our coverage of the <a href=\"https:\/\/xgamingserver.com\/blog\/rust-built-different-update-server-admins\/\">Built Different update for server admins<\/a> walks through the post-wipe reinstall sequence.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">For panel-specific steps, port forwarding, and screenshots of the WebRCON workflow on a live server, see our <a href=\"https:\/\/xgamingserver.com\/docs\/rust\">Rust hosting documentation<\/a>. Master <code>status<\/code>, <code>server.save<\/code>, and the permission commands above, and you&#8217;ll handle the vast majority of admin work without ever leaving the console.<\/p>\n\n\n<!-- xg-tools-mesh -->\n\n<div class=\"wp-block-group xg-tools-box is-layout-flow wp-block-group-is-layout-flow\" style=\"border:1px solid rgba(255,255,255,.1);border-radius:12px;padding:18px 22px;margin-top:8px;background:rgba(76,175,80,.04);\">\n<h3 class=\"wp-block-heading\">Free Rust Tools<\/h3>\n<p class=\"wp-block-paragraph\">Speed up your server with our free Rust tools:<\/p>\n<ul class=\"wp-block-list\"><li><a href=\"https:\/\/xgamingserver.com\/tools\/rust\/raid-calculator\">Raid Calculator<\/a><\/li><li><a href=\"https:\/\/xgamingserver.com\/tools\/rust\/gunpowder-calculator\">Gunpowder Calculator<\/a><\/li><li><a href=\"https:\/\/xgamingserver.com\/tools\/rust\/decay-calculator\">Decay Calculator<\/a><\/li><li><a href=\"https:\/\/xgamingserver.com\/tools\/rust\/sulfur-calculator\">Sulfur Calculator<\/a><\/li><\/ul>\n<\/div>\n\n","protected":false},"excerpt":{"rendered":"<p>Whether you are kicking a cheater at 3 AM, saving the map before a restart, or teleporting a stuck player out of a rock, you do it through the same place: the Rust server console. There are two ways to reach that console \u2014 the in-game F1 console and remote RCON \u2014 and once you [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":21072,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_gspb_post_css":"","_monsterinsights_skip_tracking":false,"_monsterinsights_sitenote_active":false,"_monsterinsights_sitenote_note":"","_monsterinsights_sitenote_category":0,"jetpack_post_was_ever_published":false,"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":false,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2}},"categories":[13],"tags":[],"class_list":["post-590","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-rust-server-docs"],"blocksy_meta":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO Premium plugin v24.5 (Yoast SEO v26.7) - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Rust Rcon Server Console Commands - XGamingServer<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/xgamingserver.com\/blog\/rust-rcon-server-console-commands\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Rust Rcon Server Console Commands\" \/>\n<meta property=\"og:description\" content=\"Whether you are kicking a cheater at 3 AM, saving the map before a restart, or teleporting a stuck player out of a rock, you do it through the same place: the Rust server console. 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