GameGrid
Valheim Command Manager - visual guide

Valheim Command Manager

Schedule Valheim bridge actions to run on their own - world saves that are given the time they need, restart broadcasts, and item drops for everyone online.

At a glance

Actions you can schedule7
How they reach the serverThe GameGrid Bridge plugin (BepInEx)
Required for anything to workThe bridge must be installed and running
Does the server reply?Yes. Runs are recorded as real successes or failures
Actions that target a player1 - Spawn Item
Reaching everyone onlineOne command per player, by session ID
Can it message players?Yes - broadcast

Valheim is the most constrained of the games we host, and the reason is worth understanding before you plan anything: Valheim's dedicated server has no RCON, no telnet, and no admin API. Nothing exists to send a command to.

What fills that gap is the GameGrid Bridge, a BepInEx plugin we install on your server. It exposes a small HTTP interface that the panel talks to. Everything here goes through it - which is why the catalog is seven entries rather than fifty.

It is not a trimmed-down console. It is the complete set of things the bridge can do. If the bridge is not installed or not running, every Valheim schedule fails - and Bridge Health Check exists to tell you which.

Your first schedule

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

2. Click + New Schedule.

3. Name it Bridge Health, pick Bridge Health Check, choose Every N minutes and set 15.

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

5. A green Success row means the bridge is alive and everything else on this page will work.

Starting with the health check rather than a save is deliberate - it proves the channel before you rely on it for something that matters.

The seven things you can schedule

ActionWhat it doesNotes
Broadcast MessagePuts a message in front of every playerThe only way to tell players anything from a schedule
Save WorldForces a world saveCan take up to 90 seconds - see below
Spawn ItemGives an item to a playerThe one action that takes a player
List PlayersReturns who is onlineSchedule it to build a record of your player counts
Server InfoThe server's own summaryUseful as a periodic snapshot
Bridge Health CheckConfirms the bridge is aliveThe first thing to schedule when something is flaky
Custom CommandSends one of the six aboveNothing else

Custom Command is narrower on Valheim than anywhere else. It accepts broadcast, save, spawn, players, info, health and help, and nothing beyond that. There is no back door to a command the bridge does not implement.

What is not available, and why

Not availableWhyUse instead
kick, ban, unbanThey live in the game *client's* F5 console, not in anything the server exposesThe in-game F5 console, or the Player Management page for bans that survive a restart
devcommands, god, flySame reasonThe in-game F5 console
Server shutdownNot a bridge actionThe Stop button in the panel, or auto-restart for a nightly cycle

None of these is missing by choice. The bridge cannot reach into the game client, so nothing that lives there is schedulable.

Giving an item to everyone online

Spawn Item is the one Valheim action that takes a player, and it carries an Send to every online player checkbox. Tick it and you name nobody: when the schedule fires, the platform asks the bridge who is online and sends one spawn per player.

Session IDs, and why the checkbox is the better tool

The identifier used is the player's session ID - the ZNetPeer.m_uid the bridge reports - not their character name.

A Valheim session ID changes every time the player reconnects. It identifies a connection, not a person.

ApproachHolds up?
Spawn Item aimed at one named playerFragile - their session must still be the same session when the command runs
Spawn Item with Send to every online playerReads the roster fresh at that moment, so it cannot go stale
Nobody onlineNothing sent. A no-op, not a failure
The bridge cannot be reachedThe step is an error and nothing is sent

Valheim has no "everyone" selector of its own, so this is genuinely one command per player, one log row each.

Valheim saves are slow, and that is fine

A Valheim world save can hold the game for up to 90 seconds on a large, long-lived world. That is the game, not the platform.

Scheduled saves are given that time. This was not always true - saves used to be cut off at 15 seconds, which meant the scheduler recorded an error on a save that had in fact completed perfectly well.

If you have old Valheim save schedules that look like they have been failing, check their recent history. They may have been working the whole time.

Two practical consequences:

DoBecause
Do not save more often than every few minutes on a big worldThe save holds the game while it runs
Leave a generous wait after a save in a multi-step sequenceThe sequence is still running while the save runs

Schedules worth building

WantBuild
The single most valuable Valheim scheduleSave World, Hourly at minute 0
A record of when your server is busyList Players, */30 * * * *
To know when the bridge went downBridge Health Check, every 15 minutes
A weekly giftSpawn Item, Send to every online player ticked, Friday evening, players-online only

Save, then say so

StepWaitAction
1โ€”Broadcast "Saving the worldโ€ฆ"
2โ€”Save World
32 minBroadcast "World saved"

One trigger, and players stop asking whether saves are happening.

A restart warning that stays accurate

Restart at {nextRun} - {players} online, get somewhere safe

Broadcast Message, ten minutes ahead of your nightly restart. The placeholders are filled in as the message goes out.

Reading the history

Click Log for the last 50 runs, each with what was sent, what the bridge answered, and a status.

StatusMeansUsually
SuccessThe bridge accepted the action and repliedโ€”
ErrorIt did notThe bridge is not running, the server is stopped, or a Spawn Item named a player whose session has ended
SkippedA run condition turned it awayNot a failure
Missed its runHas not fired for longer than you allowedThe card turns orange

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
Admin rights and the in-game consoleValheim Admin Commands and Player Management