Scheduled tasks on uniz.host — automatic restarts, commands and power
Scheduled tasks on uniz.host — automatic restarts, commands and power
Last updated 2026-08-14
Short answer
The "Scheduled tasks" card lives in each server's Settings tab. You get up to 5 tasks per server, each doing one of four things — restart the server, run a console command, stop the server, or start the server — on either a daily hour (always read as Thailand time) or an interval of 4, 6, 12 or 24 hours. The rule that matters most is what happens when the due time arrives: restart and command tasks only run while the server is online, and if it is asleep or stopped that round is skipped and counted as spent rather than held for later. A start task does bring a stopped or sleeping server up, and billing begins as usual. Nothing on the card takes effect until you press save.
Steps at a glance
Open the Settings tab and press add task
Choose the action you want
Choose the schedule and set the time
Press save tasks
Contents
Contents
A long-running server usually wants to restart itself overnight, warn players first, or shut down after midnight and come back in the evening. The "Scheduled tasks" card in the Settings tab does all of that — but you only get the result you meant once you understand which rounds actually run.
Where the card is, and who can use it
Open the server page, choose the "Settings" tab, and scroll to the "Scheduled tasks" card. With nothing configured it reads "No scheduled tasks yet."
The card renders only for the server owner and for team members granted the settings permission. Anyone else does not see it at all rather than seeing it disabled.
Creating your first task
Open the Settings tab and press add task
"Add task" creates a task that is already enabled and pre-set to restart the server daily at 04:00 — which is what most people want anyway. If that is all you need, press save.
You get up to 5 tasks per server. Once full, the add button is disabled.
Choose the action you want
The "Action" field offers four, and each has its own condition for when it may run — the table in the next section is the heart of this guide.
Restart the server — shut down cleanly and come back; clears accumulated memory and restores smoothness on a long-running server
Run a console command — send one command into the game; a command field appears, up to 200 characters
Stop the server — halt it, which also ends the charge
Start the server — bring a stopped server up, which begins the charge
Choose the schedule and set the time
The "When" field has two modes.
Every day at — pick an hour from 00:00 to 23:00. The label reads "Time (Thailand time)" and means it literally: the hour is always Thailand time, whatever country you are in.
Every few hours — 4, 6, 12 or 24, counted from the last run rather than pinned to the clock.
Times are approximate. Due tasks are checked about once a minute, so a 04:00 job happens within that minute rather than on the exact second.
Press save tasks
Nothing takes effect until you press "Save tasks". The card works on the whole list at once, so adding, editing and pressing the bin icon are screen-only changes until you save. Delete a task and reload without saving and it will be back.
The "Enabled" switch on each task exists to pause one without deleting it — handy when you want automation out of the way during an event.
Which rounds actually run
Being due is not the same as being run. Every task is checked against the server's state at that moment.
Action
Runs when the server is
What happens otherwise
Restart the server
online only
the round is skipped; nothing is woken
Run a console command
online only
the round is skipped; nothing is woken
Stop the server
online, or starting
the round is skipped
Start the server
stopped (including auto-slept)
the round is skipped
The single most important thing here: a skipped round counts as spent. The platform records that round as done and waits for the next one. It is not held over.
In practice: if you set a daily restart at 04:00 and the server was asleep at 4am, that round is simply gone. When players arrive at 10am the server does not restart mid-session — which is the right outcome. A restart that turns up five hours late is a surprise disconnection for everyone online.
There is one exception. If the server is mid-transition or a backup is running, the task is re-checked on the next pass instead of counting as spent, because a momentary condition should not consume the day's round.
Auto-sleep changes what is worth scheduling
If auto-sleep is on, rethink the whole plan.
Restart tasks barely run at all on a server that sleeps regularly — and that is fine, because sleeping and waking already gives you what a restart gives you, a completely fresh process, more cheaply.
The task that pairs well with sleeping is "Start the server", set a little before a known session so the first player does not wait through a boot. Set it for sessions that are actually happening, though: a server started for nobody bills the same as one full of players.
If credits have run out, a start task fails and nothing is spent that you do not have. Top up and the next round runs on its own.
Which games can use a command task
The game has to accept commands from outside, which on this platform means Minecraft. Schedule a command on a game without that system — Palworld, for instance — and the round is counted as due and then fails, with nothing surfacing to tell you.
The most useful pattern is warning players before a restart: pair a command task announcing at 03:00 with a restart task at 04:00. The command field already carries an example.
Remember that a command task also needs the server online, so an announcement on a sleeping server is skipped exactly as the restart would be.
Reading the "Last run" line
A task shows a "Last run" line with a date and time underneath it. That is the only signal the screen gives, and it has to be read carefully.
It records when the last round was consumed, not that the action succeeded. A round skipped because the server was asleep stamps this line just the same, and so does a round that ran and failed — a command task on a game with no console system, for instance. A fresh timestamp proves your schedule is being evaluated on time; it does not prove the server restarted.
To know whether a restart actually happened, look at its consequences instead: the uptime on the Overview tab, or the boot lines in the console.
A newly created task that has not come due yet shows no such line. That is normal and does not mean it failed to save.
The time is shown in your own device's local time, unlike the schedule field, which is Thailand time. Abroad the two will look inconsistent while both being right.
I set a daily 4am restart but it never seems to happen.
Most often the server was not online at 4am. Restart tasks only act on a server that is genuinely running; if it is asleep or stopped, the round is skipped and nothing wakes it. Importantly, a skipped round counts as spent — it does not fire late in the morning when someone joins, it waits for tomorrow. If your server sleeps regularly, a restart task adds very little anyway, because sleeping and waking already gives you a fresh process.
Will a start task wake a sleeping server?
Yes, and it is the only task that does. It acts on a stopped server, which includes one the platform put to sleep because nobody was playing, and billing begins the moment it comes up. Use it when you actually want the server ready before a known session, not as a precaution. If credits have run out the start fails, so nothing is spent that you do not have.
Which timezone is the time in?
The hour you pick in daily mode is always Thailand time, wherever you or your players are — the field label says so outright. The "Last run" line underneath a task is a different thing: it is shown in your own device's local time. If you are abroad the two will not appear to line up, and both are correct.
Can I schedule a command on a Palworld server?
You can save one, but it will not work. Commands are delivered through a remote console system that Palworld does not have in the game itself, so the round is counted as due and then fails quietly. Use Palworld's dedicated buttons in the Console tab instead. Restart, stop and start tasks work on every game, since none of them need a console.
I deleted a task and it came back.
You did not press save. The card holds the whole list and sends it in one go, so adding, editing and deleting are screen-only changes until you press "Save tasks". Reload the page before saving and everything reverts to the last saved list.
How many tasks, and can a teammate set them?
Up to 5 per server; once full, the add button is disabled until you remove one. The card is visible and editable to the server owner and to team members granted the settings permission — anyone else does not see the card at all.