
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 schedule | 7 |
| How they reach the server | The GameGrid Bridge plugin (BepInEx) |
| Required for anything to work | The bridge must be installed and running |
| Does the server reply? | Yes. Runs are recorded as real successes or failures |
| Actions that target a player | 1 - Spawn Item |
| Reaching everyone online | One 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
| Action | What it does | Notes |
|---|---|---|
| Broadcast Message | Puts a message in front of every player | The only way to tell players anything from a schedule |
| Save World | Forces a world save | Can take up to 90 seconds - see below |
| Spawn Item | Gives an item to a player | The one action that takes a player |
| List Players | Returns who is online | Schedule it to build a record of your player counts |
| Server Info | The server's own summary | Useful as a periodic snapshot |
| Bridge Health Check | Confirms the bridge is alive | The first thing to schedule when something is flaky |
| Custom Command | Sends one of the six above | Nothing else |
Custom Command is narrower on Valheim than anywhere else. It accepts
broadcast,save,spawn,players,info,healthandhelp, and nothing beyond that. There is no back door to a command the bridge does not implement.
What is not available, and why
| Not available | Why | Use instead |
|---|---|---|
kick, ban, unban | They live in the game *client's* F5 console, not in anything the server exposes | The in-game F5 console, or the Player Management page for bans that survive a restart |
devcommands, god, fly | Same reason | The in-game F5 console |
| Server shutdown | Not a bridge action | The 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.
| Approach | Holds up? |
|---|---|
| Spawn Item aimed at one named player | Fragile - their session must still be the same session when the command runs |
| Spawn Item with Send to every online player | Reads the roster fresh at that moment, so it cannot go stale |
| Nobody online | Nothing sent. A no-op, not a failure |
| The bridge cannot be reached | The 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:
| Do | Because |
|---|---|
| Do not save more often than every few minutes on a big world | The save holds the game while it runs |
| Leave a generous wait after a save in a multi-step sequence | The sequence is still running while the save runs |
Schedules worth building
| Want | Build |
|---|---|
| The single most valuable Valheim schedule | Save World, Hourly at minute 0 |
| A record of when your server is busy | List Players, */30 * * * * |
| To know when the bridge went down | Bridge Health Check, every 15 minutes |
| A weekly gift | Spawn Item, Send to every online player ticked, Friday evening, players-online only |
Save, then say so
| Step | Wait | Action |
|---|---|---|
| 1 | โ | Broadcast "Saving the worldโฆ" |
| 2 | โ | Save World |
| 3 | 2 min | Broadcast "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 safeBroadcast 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.
| Status | Means | Usually |
|---|---|---|
| Success | The bridge accepted the action and replied | โ |
| Error | It did not | The bridge is not running, the server is stopped, or a Spawn Item named a player whose session has ended |
| Skipped | A run condition turned it away | Not a failure |
| Missed its run | Has not fired for longer than you allowed | The 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.
| For | See |
|---|---|
| The full walkthrough | Command Manager Guide |
{players} and friends | Command Manager Variables |
| Driving it from Discord | Scheduling Commands from Discord |
| Driving it from your code | Command Manager API |
| Admin rights and the in-game console | Valheim Admin Commands and Player Management |
