GameGrid
Windrose Command Manager - visual guide

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 schedule25
How commands reach the serverThe 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 player9
Reaching everyone onlineOne command per player, by name
Can it message players?No - no such command exists
Deliberately excluded7 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

CommandSendsWhat the history then holds
Server Statuswp.statusWho was on and how the server was doing, at each interval
Show Multiplierswp.multipliersWhich rates were in force - how you notice a restart came back configured differently
Server Uptimewp.uptimeTurns an unnoticed crash-and-restart into something visible
Windrose Plus Versionwp.versionWhen a server actually picked up an update
Show Configurationwp.configFull configuration. The RCON password is masked; everything else is not
Reload Configurationwp.reloadRarely 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

CommandSendsNotes
Count Creatureswp.creaturesThe first number to look at when a world slows down
Count Entitieswp.entitiesThe second
Generate Live Map Terrainwp.mapgenDo not schedule this to repeat - see below
Export Terrain Heightmapwp.mapexportAdvanced. Only if support asks

Diagnostics

CommandSendsNotes
Support Snapshotwp.doctorWhat support asks for first. Weekly is a good cadence
Performance Metricswp.perfMeaningful as a trend, not as one reading
Memory Usagewp.memoryA steady climb is a leak; a step change is something that spawned
Network Connectionswp.connectionsConnection counts over time

Players - read-only

CommandSendsNotes
List Online Playerswp.playersAlso the roster the Send to every online player feature reads
Player Infowp.playerinfoPer player
Player Positionwp.posPer player
Player Healthwp.healthPer player
Player Stamina, Hunger and Thirstwp.staminaPer player
Player Session Playtimewp.playtimePer player

Players - these change the game

CommandSendsNotes
Teleport Playerwp.tpMoves someone without warning them
Set Movement Speedwp.speedLasts until set back or the player reconnects
Set Jump Heightwp.jumpSame
Set Gravitywp.gravitySame

The last three persist. If you schedule an event that raises movement speed, schedule the one that puts it back to 1.0 as 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 found

Windrose Plus treats the quote characters as part of the name it is looking for, so adding them makes it worse, not better.

Command typeWith 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

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

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.

CommandWhat it actually does
wp.kickReports success for players who do not exist
wp.ban / wp.unban / wp.listbansThe list stores what you give it. Nothing enforces it
wp.givestatsSays in its own help text that it is audit-only. Changes nothing in game
wp.time / wp.weatherReturn 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

WantBuild
The cheapest early warning there isServer Status, hourly
To see a crash-and-restart you missedServer Uptime, hourly
To know when a server picked up an updateWindrose Plus Version, weekly
What support asks for firstSupport Snapshot, Monday morning
A fleet that does not thunderSet Spread the start to 300 seconds on the shared schedule

A slowdown watch, every six hours

StepCommand
1Count Entities
2Performance Metrics
3Memory Usage

When somebody reports the world running badly, you already have the readings from before it started.

A timed movement event

ScheduleWhenWhat
Fast weekend onFriday eveningSet Movement Speed, Send to every online player ticked
Fast weekend offSunday nightSet 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.

StatusMeans
SuccessThe dashboard accepted the command and answered. The answer is stored underneath - the whole value of the informational schedules
ErrorIt did not. A player command aimed at somebody not connected answers "Player 'x' not found" and is recorded as a failure
SkippedA run condition turned this occurrence away. Not a failure
Missed its runHas 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.

ForSee
The full walkthroughCommand Manager Guide
{players} and friends - on Windrose, only useful inside a Custom CommandCommand Manager Variables
Driving it from DiscordScheduling Commands from Discord
Driving it from your codeCommand Manager API
What each command does by handWindrose Admin Commands Reference ยท Windrose Plus RCON Dashboard