
Windrose Command Manager
Schedule Windrose Plus commands to run on their own - hourly status records, entity and performance snapshots, and timed movement events for everyone online - plus what Windrose cannot do on a schedule, and why.
Read this first
Windrose has no broadcast, say, or chat command of any kind. Not one is missing from the catalog - the game does not have one. No Windrose schedule can put text in front of a player, ever.
This is the single thing to understand before you plan anything, because almost every scheduling pattern from other games starts with "warn the players first". On Windrose that warning has to go somewhere else: a Discord message, your server description, or your community's own channels.
What Windrose is unusually good at instead is keeping a record. Its command set is rich in things that report state - status, uptime, multipliers, creature and entity counts, performance, memory, network connections.
A schedule that runs one of those hourly turns your execution history into a timeline of how the server actually behaved. When a world starts running badly, the before-and-after is already sitting there.
At a glance
| Commands you can schedule | 25 |
| How commands reach the server | The Windrose Plus dashboard - same channel as the live map |
| Does the server reply? | Yes. Runs are recorded as real successes or failures |
| Commands that target a player | 9 |
| Reaching everyone online | One command per player, by name |
| Can it message players? | No - no such command exists |
| Deliberately excluded | 7 commands that report success and change nothing |
The Command Manager runs Windrose Plus commands for you on a repeating schedule. You pick one from a list, fill in its parameters, choose when it runs, and save.
It is one of two tabs on the Event Manager page. Config Events change settings and restart the server for a while; the Command Manager sends commands and restarts nothing.
Your first schedule
1. Open your server, click Event Manager, then the Command Manager tab.
2. Click + New Schedule.
3. Name it Hourly Status, pick Server Status, choose Hourly.
4. Click Create, then Run Now, then Log.
5. The log row holds the server's own status output. In a week, that history is a timeline.
On Windrose the history *is* the product. Unlike other games, where a schedule mostly changes something, most of the value here is in what the schedule records.
The 25 commands
Server state - the ones worth running on a repeat
| Command | Sends | What the history then holds |
|---|---|---|
| Server Status | wp.status | Who was on and how the server was doing, at each interval |
| Show Multipliers | wp.multipliers | Which rates were in force - how you notice a restart came back configured differently |
| Server Uptime | wp.uptime | Turns an unnoticed crash-and-restart into something visible |
| Windrose Plus Version | wp.version | When a server actually picked up an update |
| Show Configuration | wp.config | Full configuration. The RCON password is masked; everything else is not |
| Reload Configuration | wp.reload | Rarely needed - panel changes are applied for you |
Show Configuration prints your settings in full apart from the RCON password. If you schedule it, remember the execution history is readable by anyone with panel access to the server.
World
| Command | Sends | Notes |
|---|---|---|
| Count Creatures | wp.creatures | The first number to look at when a world slows down |
| Count Entities | wp.entities | The second |
| Generate Live Map Terrain | wp.mapgen | Do not schedule this to repeat - see below |
| Export Terrain Heightmap | wp.mapexport | Advanced. Only if support asks |
Diagnostics
| Command | Sends | Notes |
|---|---|---|
| Support Snapshot | wp.doctor | What support asks for first. Weekly is a good cadence |
| Performance Metrics | wp.perf | Meaningful as a trend, not as one reading |
| Memory Usage | wp.memory | A steady climb is a leak; a step change is something that spawned |
| Network Connections | wp.connections | Connection counts over time |
Players - read-only
| Command | Sends | Notes |
|---|---|---|
| List Online Players | wp.players | Also the roster the Send to every online player feature reads |
| Player Info | wp.playerinfo | Per player |
| Player Position | wp.pos | Per player |
| Player Health | wp.health | Per player |
| Player Stamina, Hunger and Thirst | wp.stamina | Per player |
| Player Session Playtime | wp.playtime | Per player |
Players - these change the game
| Command | Sends | Notes |
|---|---|---|
| Teleport Player | wp.tp | Moves someone without warning them |
| Set Movement Speed | wp.speed | Lasts until set back or the player reconnects |
| Set Jump Height | wp.jump | Same |
| Set Gravity | wp.gravity | Same |
The last three persist. If you schedule an event that raises movement speed, schedule the one that puts it back to
1.0as well - otherwise every player who does not reconnect stays fast indefinitely. And teleporting somebody mid-fight or mid-sail loses them whatever they were doing, with no way to warn them first on this game.
Custom
Custom Command sends whatever you type, unchecked. The debug commands - wp.peek, wp.props, wp.nativeprobe and the wp.gg.* family - read live engine memory and are for support use on a test server, not for a schedule on a world people play on.
Running a command for everyone online
Nine commands take a player: Player Info, Position, Health, Stamina, Playtime, Teleport, Speed, Jump and Gravity. Each shows an Send to every online player checkbox beside the player field.
Tick it and you type nobody's name. When the schedule fires we read the roster with wp.players and send the command once per person. A timed "fast weekend", or an "everyone to the harbour" event, becomes one schedule instead of one per player.
Names, spaces, and quotes
Windrose is the only game we host whose roster has no numeric handle to offer. wp.players returns names and nothing else, so names are what the expansion has to use.
Multi-word names do work - send them unquoted. This is measured behaviour, not a guess:
wp.playerinfo Captain Ada โ finds the player
wp.playerinfo "Captain Ada" โ not foundWindrose Plus treats the quote characters as part of the name it is looking for, so adding them makes it worse, not better.
| Command type | With a multi-word name |
|---|---|
| Read-only (Player Info, Position, Health, Stamina, Playtime) | Fine - the name is the last thing on the line |
| Takes arguments after the name (Teleport, Speed, Jump, Gravity) | Uncertain - there is no way to mark where the name ends before the numbers begin |
If your server has players with spaces in their names, prefer the read-only commands on a schedule and run the movement ones by hand.
What happens in each case
| Situation | Result |
|---|---|
| Nobody online | Nothing sent. A no-op, not a failure |
| The roster cannot be read | The step is an error and nothing is sent |
| Someone joins a second before it fires | They are included - the roster is read at execution time |
Seven commands are deliberately not in the catalog
wp.kick, wp.ban, wp.unban, wp.listbans, wp.givestats, wp.time and wp.weather are all real Windrose Plus commands, and none is offered here. Each was measured against a live server.
| Command | What it actually does |
|---|---|
wp.kick | Reports success for players who do not exist |
wp.ban / wp.unban / wp.listbans | The list stores what you give it. Nothing enforces it |
wp.givestats | Says in its own help text that it is audit-only. Changes nothing in game |
wp.time / wp.weather | Return a raw object pointer rather than a time or a weather |
A scheduled command that reports success and changes nothing is worse than no command at all: it puts a green tick in your execution history for work that never happened.
Custom Command will still send any of them if you insist, and they will still not do what you want. The full measurement is in Windrose Admin Commands Reference.
Do not schedule Generate Live Map Terrain
Generate Live Map Terrain (wp.mapgen) works only on a fresh boot. UE4SS caching means the landscape cannot be found once the mod has hot-reloaded, so a second run in the same server session does nothing useful.
Run it once by hand after a restart if your live map needs regenerating.
On a repeating schedule it will succeed the first time and then quietly achieve nothing - which is exactly the shape of problem that wastes an afternoon.
Schedules worth building
| Want | Build |
|---|---|
| The cheapest early warning there is | Server Status, hourly |
| To see a crash-and-restart you missed | Server Uptime, hourly |
| To know when a server picked up an update | Windrose Plus Version, weekly |
| What support asks for first | Support Snapshot, Monday morning |
| A fleet that does not thunder | Set Spread the start to 300 seconds on the shared schedule |
A slowdown watch, every six hours
| Step | Command |
|---|---|
| 1 | Count Entities |
| 2 | Performance Metrics |
| 3 | Memory Usage |
When somebody reports the world running badly, you already have the readings from before it started.
A timed movement event
| Schedule | When | What |
|---|---|---|
| Fast weekend on | Friday evening | Set Movement Speed, Send to every online player ticked |
| Fast weekend off | Sunday night | Set Movement Speed back to 1.0, Send to every online player ticked |
Announce both in Discord. The game itself cannot tell anyone.
Reading the history
Click Log for the last 50 runs, each with the command sent, the output Windrose Plus returned, and a status.
| Status | Means |
|---|---|
| Success | The dashboard accepted the command and answered. The answer is stored underneath - the whole value of the informational schedules |
| Error | It did not. A player command aimed at somebody not connected answers "Player 'x' not found" and is recorded as a failure |
| Skipped | A run condition turned this occurrence 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 - on Windrose, only useful inside a Custom Command | Command Manager Variables |
| Driving it from Discord | Scheduling Commands from Discord |
| Driving it from your code | Command Manager API |
| What each command does by hand | Windrose Admin Commands Reference ยท Windrose Plus RCON Dashboard |
