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7 Days to Die Command Manager - visual guide

7 Days to Die Command Manager

Schedule 7 Days to Die console commands to run on their own - hourly saves, blood-moon warnings, airdrops, giveaways and buffs for everyone online - with all 46 schedulable commands, checked against the running V3.2 server, and the ones that behave differently unattended.

At a glance

Commands you can schedule46
How commands reach the serverTelnet - the same channel as the Console tab
Does the server reply?Yes. Runs are recorded as real successes or failures
Commands that target a player10
Reaching everyone onlineOne command per player, by entity ID
Can it message players?Yes - say to everyone, pm to one person
Minimum interval5 minutes

The Command Manager runs console commands for you on a repeating schedule. You pick one from a list, fill in its parameters, choose when it runs, and save. Nothing stays open on your computer.

It is one of two tabs on the Event Manager page. The other, Config Events, changes settings files and restarts the server for a while. The Command Manager sends console commands and restarts nothing.

Telnet answering back matters more than it sounds. The server replies to saveworld and listplayers with real text, so a scheduled run here can be recorded as a genuine success or failure with the server's own output stored beside it. Games with a one-way console cannot offer that.

Your first schedule

1. Open your server, click Event Manager, then the Command Manager tab.

2. Click + New Schedule.

3. Name it Hourly Save.

4. Pick Save World from the dropdown.

5. Choose Hourly under the schedule picker.

6. Click Create.

7. Click Run Now, then Log, and read what the server said back.

Run Now then Log is the habit worth forming. It tells you whether a schedule works in ten seconds rather than at 4am tomorrow.

The 46 commands

Every command here was checked against a running V3.2 server: the list the game itself publishes, and its own help text for each one. A command earns a place only if it works over telnet and has some reason to run unattended. Anything missing can still be sent with Custom Command.

Server

CommandSendsNotes
Broadcast Messagesay "…"Text in front of everyone, from a schedule
Message One PlayerpmA private message. They must be online
Save WorldsaveworldThe workhorse. Safe to run hourly
Shutdown ServershutdownStops the server. It does not come back on its own
Set Game TimesettimeReal risk to timer-based save data - see below
Set Temperature UnitsettempunitFahrenheit or Celsius
Server VersionversionGame version and every loaded mod
Memory InfomemMemory use, and it runs the collector

World

CommandSendsNotes
Weather: Reset to Defaultsweather DefaultsUndoes every override below
Weather: Rainweather Rain0 to 1, or -1 to hand it back
Weather: Snowfallweather SnowFall0 to 1
Weather: Cloud Coverweather Clouds0 to 1
Weather: Fogweather Fog0 to 1
Weather: Windweather Wind0 to 200
Weather: Temperatureweather Temp-99 to 101, in the server's unit
Weather: Run a Stormweather StormHours, plus one biome
Set Game PreferencesetgameprefAdvanced. Read the current value first
Set Game StatsetgamestatAdvanced, same caution
Render Map Areavisitmap x1 z1 x2 z2Puts ground on the live map nobody has walked
Render Whole Mapvisitmap fullThe lot. Long, and heavy while it runs
Render Map: Stopvisitmap stopCancels a render in progress
Write Map Image to DiskrendermapAn image file of what has been rendered so far

Weather is one setting per command, not a single "set the weather" box, because the game takes one setting at a time and each has its own range. Rain is 0 to 1; Temp is -99 to 101; Wind goes to 200. One number field could not be right for all three.

Players

CommandSendsTakes
Kick PlayerkickA player, plus an optional reason
Kick All PlayerskickallA reason. Everyone can rejoin afterwards
Teleport Player to CoordinatesteleportplayerA player, an x/y/z triple, and optionally a facing
Teleport Player to Another PlayerteleportplayerTwo players, both online
Buff PlayerbuffplayerA player and a buff name
Remove Buff from PlayerdebuffplayerA player and a buff name
Give Item to PlayergiveA player, an exact item name, an amount, optionally a quality
Give XP to PlayergivexpA player and an amount

Height -1 on a teleport puts the player on the ground, which is almost always what you want. South and west are negative.

Spawns

CommandSendsNotes
Spawn AirdropspawnairdropOne supply crate, somewhere random
Spawn Wandering Hordespawnwandering hWanders. From a schedule there is nobody to hunt
Spawn Wandering Banditsspawnwandering bSame, with bandits
Spawn Screamers Near a Playerspawnscouts <player>Homes in on the player you name. They must be online
Spawn Screamers at Coordinatesspawnscouts <x> <y> <z>Needs no player - the one to use from a schedule
Spawn Entity Near a PlayerspawnentityA player, an entity class name, optionally a count
Spawn Entity at CoordinatesspawnentityatAn entity class name and a point. No player needed
Kill All EntitieskillallBlank for enemies, alive, or all. Never players

Spawn things above the ground, not at it. A height of -1 or 0 on spawnentityat drops the entity out of the world - the game logs "fell off the world" and nothing appears. 120 is a safe default; they fall in.

Informational - the ones worth scheduling for the record they leave

CommandSendsWhat the history then holds
List Online PlayerslistplayersWho was on, at every interval you chose
List Player IDslistplayeridsNames against user IDs, for identifying somebody later
List Known PlayerspplistEveryone the world has ever seen, not just those on now
Get Game TimegettimeThe in-game day and time
Show Next Horde TimeshownexthordetimeHow long until the next blood moon
List Game PreferencesgetgameprefEvery preference, or just the ones matching a filter
List Game StatsgetgamestatThe same for stats

Custom

Custom Command sends whatever you type, exactly as typed. Nothing checks it first, so the syntax has to be right. help <command> in the Console tab prints the game's own usage for any of them.

Reaching every player without typing names

Ten commands take a player - Message One Player, Kick, both Teleports, Buff, Remove Buff, Give Item, Give XP, Spawn Screamers Near a Player, and Spawn Entity Near a Player. Each shows an Send to every online player checkbox beside the player field.

Tick it and you type no names at all. When the schedule fires we read the roster off the server and send the command once per person, one row per player in the history.

7 Days to Die has no "everyone" selector of its own, so this really is one command per player. Ten people online is ten buffplayer lines. That is normal.

Why it uses entity IDs

The identifier substituted is the player's entity ID - the number listplayers prints beside each name - not their name.

The console splits a command on spaces:

buffplayer Bob Smith buffFoo

That is read as buffing a player called "Bob" with a buff called "Smith". A name with a space in it silently targets the wrong thing. An entity ID is digits, so it cannot be misread.

buffplayer 172 buffFoo

The same trap applies when you target one player by hand. If their name has a space, use their entity ID from listplayers.

What happens in each case

SituationResult
Nobody onlineNothing sent. A no-op, not a failure
The roster cannot be readThe step is an error and nothing is sent
Someone joins a second before it firesThey are included - the roster is read at execution time

That second row is deliberate. An empty server and one whose telnet refused the connection look identical from a distance, and treating the second as the first is how a giveaway reports success having given nothing to anybody.

Four things that behave differently on a schedule

WhatWhy
A horde has nobody to huntA wandering horde normally heads for whoever called it. A schedule is not a player, so it wanders instead. It is still a real horde - do not put one on a blood-moon night
Screamers need a target, and will say sospawnscouts on its own is refused from a schedule: the game answers "can only be used by a player". Use Spawn Screamers Near a Player, or at Coordinates if nobody has to be online
Set Game Time is riskier than it looksMoving the clock affects timers written into the save. Use it deliberately, never hourly
Shutdown does not restartNothing brings a stopped 7 Days to Die server back on its own. It stays down until you press Start, or the panel's Auto-Restart setting starts it

For a horde that hunts one player, run it from the in-game console instead. For a nightly restart, use Automatic Daily Restart rather than scheduling a shutdown.

Schedules worth building

WantBuild
Insurance against a crashSave World, Hourly at minute 0
A blood-moon warningBroadcast Message on your horde days, plus Show Next Horde Time hourly
A reason to log on at a set timeSpawn Airdrop, daily at 20:00
A record of when your server is busyList Online Players, */30 * * * *
A Friday buff for everyoneBuff Player, Send to every online player ticked, weekly
A weekly giveawayGive Item to Player, Send to every online player ticked, an exact item name from listitems
A map that fills itself inRender Map Area over the part of the world your players use, once, off-peak
A leak you can see comingMemory Info every 6 hours

A restart nobody can complain about

Switch the schedule to Multi-Step:

StepWaitCommand
1Broadcast "Restart in 30 minutes"
220 minBroadcast "Restart in 10 minutes"
39 minBroadcast "Restart in 1 minute"
41 minSave World
5Shutdown

One trigger, five steps, and the warnings cannot drift away from the restart they are warning about. Set Run this to "Only while the server is up" so it does not fire at a server that is already down.

Reading the history

Click Log for the last 50 executions, each with the exact command sent, the server's reply, and a status.

StatusMeans
SuccessSent, and the server replied. Its reply is stored underneath
ErrorSomething went wrong. Most often telnet refusing the connection because the server is stopped
SkippedA run condition turned this occurrence away. Not a failure
Missed its runHas not fired for longer than you allowed. The card turns orange

A failed run is not retried. It waits for the next firing, or for the catch-up window if the reason was that we could not reach your server at all.

Each status and what to check: Command Manager Troubleshooting.

Everything else a schedule can do

Multi-step sequences, waits, run conditions, overlap policy, catch-up windows, start spread and missed-run alerts work the same on every game.

ForSee
The full walkthroughCommand Manager Guide
{players} and friendsCommand Manager Variables
Driving it from DiscordScheduling Commands from Discord
Driving it from your codeCommand Manager API
What these commands do in-game7 Days to Die Admin Commands