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Palworld Command Manager - visual guide

Palworld Command Manager

Schedule Palworld server commands to run on their own - saves, restart broadcasts, and PalDefender item and XP rewards for everyone online, without typing platform player IDs.

At a glance

Commands you can schedule11 - 6 vanilla, 5 PalDefender
How commands reach the serverThe REST API on your game port +2
Required for anything to work`AdminPassword` must be set
Does the server reply?Yes. Runs are recorded as real successes or failures
Commands that target a player4
Reaching everyone onlineOne command per player, by platform ID
Can it message players?Yes - Broadcast, and PDAlert with PalDefender

The Command Manager runs server commands for you on a repeating schedule - a save every half hour, a restart warning at the same time each night, a weekly reward for whoever is online.

It is one of two tabs on the Event Manager page. Config Events change PalWorldSettings.ini for a while and restart the server - a weekend with different capture rates. The Command Manager sends commands to the running server and restarts nothing.

How commands actually reach Palworld

Palworld's dedicated server has no console you can type into. The window it runs in reads nothing. Everything goes over the server's REST API, on your game port plus two, authenticated with your AdminPassword.

Two consequences follow, and both matter.

ConsequenceWhat it means for you
No admin password, no APIWith AdminPassword unset there is nothing to send commands to, and every schedule fails at the door. If all your Palworld schedules are failing, check this first - Settings tab, AdminPassword
Custom Command is narrow hereOn a game with a real console, "custom" means anything the console understands. On Palworld it means anything the REST API exposes, which is a short list. A command the API does not implement does not fail loudly - it simply has nowhere to go

The upside of the REST API is that it answers back, so a Palworld run is recorded as a real success or a real failure with the server's own response stored beside it.

Your first schedule

1. Check Settings โ†’ AdminPassword is set. Nothing works without it.

2. Open Event Manager, then the Command Manager tab.

3. Click + New Schedule.

4. Name it Auto Save, pick Save World, choose Every N minutes and set 30.

5. Click Create, then Run Now, then Log.

If step 5 shows an authentication error, the admin password is the cause, not the schedule.

The 11 commands

Six are vanilla and reach any Palworld server. Five are PalDefender commands and need that mod installed with its REST API enabled.

Vanilla

CommandSendsNotes
Broadcast MessageBroadcastIn-game message to everyone
Save WorldSaveThe one most worth scheduling
Kick PlayerKickPlayerNeeds a platform player ID
Shutdown ServerShutdownStops the server. Nothing brings it back on its own
Stop Server (Immediate)StopThe same, without the countdown
Custom Commandas typedLimited to what the REST API exposes

PalDefender

CommandSendsNotes
PalDefender AlertPDAlertA large centred banner rather than a chat line
Give ItemPDGiveItemItem IDs are case-sensitive internal names: Wood, PalSphere
Give XPPDGiveExpAn amount of experience
Give PalPDGivePalPal IDs are internal names - WeaselDragon is Chillet
Reload PalDefender ConfigPDReloadConfigPalDefender only. It does not reload PalWorldSettings.ini - use the Settings tab

Neither Shutdown nor Stop restarts anything. Everyone is disconnected and the server stays down until you press Start in the panel. For a nightly restart, use the panel's auto-restart rather than scheduling a stop.

Rewarding everyone without typing player IDs

Palworld identifies players by a platform-prefixed ID:

steam_76561198000000000
gdk_2533274800000000
ps5_ABCDEF123456

Four commands take one - Kick Player, Give Item, Give XP and Give Pal - and typing those by hand is miserable. Worse, they are the sort of thing you get subtly wrong once and then wonder for a week why one player never got their reward.

Each of those four shows an Send to every online player checkbox next to the player field. Tick it and you enter no IDs at all: when the schedule fires, the platform asks the REST API who is online, reads each player's platform ID from the answer, and sends the command once per person.

SituationResult
Nobody onlineNothing sent. A no-op, not a failure
The roster cannot be readThe step is an error and nothing is sent
Eight players onlineEight PDGiveItem calls, eight log rows, each naming who it ran for

Palworld has no "everyone" selector of its own, so this genuinely is one command per player. That is expected, not a fault.

To find one player's ID when you do want to target a single person, run ShowPlayers from the Console tab.

Schedules worth building

WantBuild
Regular savesSave World, */30 * * * *
A weekly rewardGive Item, Send to every online player ticked, Friday evening. Needs PalDefender
An alert people cannot missPalDefender Alert - a banner across the screen, so save it for things that matter
Announcements that are never wastedAny broadcast with Run this set to "Only when players are online"

A restart warning that stays accurate

Broadcast Message, ten minutes before your nightly restart:

Restart at {nextRun} - {players} online

{nextRun} is filled in when the message goes out, so it cannot drift out of step with the restart it is announcing.

A save before the nightly restart

StepWaitCommand
1โ€”Broadcast "Restart in 10 minutes"
29 minBroadcast "Restart in 1 minute"
31 minSave World

Let the panel's auto-restart do the restarting.

Reading the history

Click Log for the last 50 runs, each with the command sent, the API's response, and a status.

StatusMeansUsually
SuccessThe REST API accepted the command and answeredโ€”
ErrorIt did notUnreachable API = server stopped. Auth failure = AdminPassword missing or changed
SkippedA run condition turned it awayNot a failure
Missed its runHas not fired for longer than you allowedThe card turns orange

A PalDefender command on a server without PalDefender fails, and the error says so. That is the quickest way to confirm whether the mod is actually loaded.

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
Running commands by handPalworld Admin Commands ยท Palworld REST API