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A dependable 7 Days to Die restart is a coordinated sequence, not a process kill: announce maintenance about five minutes ahead, repeat the warning at one minute, run saveworld, allow the save to finish (the documented guide recommends about 10 seconds), issue shutdown, and let systemd, a hosting panel, a watchdog, or another supervisor launch the server again. Choose the maintenance time in the server’s configured timezone, publish it to players, and verify every setting against the game/server release you actually run.
What an automatic restart must do
The scheduler only starts an event. A safe maintenance cycle also needs an in-game warning channel, a disk flush, a clean exit, and a component responsible for starting the process again. If any one of those parts is missing, players can be surprised, recent world changes can be lost, or the server can remain offline after shutdown.
The 7 Days To Die Wiki procedure documented for this purpose uses this order:
- Broadcast a message approximately five minutes before maintenance, for example
say "Server restarts in 5 minutes - finish your run.". - Broadcast a final message at about one minute:
say "Restart in 60 seconds.". - Run
saveworldto flush the current world to disk. - Wait briefly for the save to complete; the guide specifies roughly 10 seconds.
- Run
shutdownfor a clean server exit. - Have the process supervisor, container, utility, or hosting platform start the server again.
saveworld performs a manual world flush, while shutdown saves and exits cleanly. Killing the operating-system process can interrupt a write, so an automated job should never substitute a forced process termination for the orderly shutdown.
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Pick and publish the maintenance window
Use the server’s configured timezone
Set the schedule according to the timezone configured on the server or in the hosting panel, then state that timezone in your player announcement. A time that is obvious to an administrator in UTC can be ambiguous to a local community, especially around daylight-saving changes. Keep the published notice and the scheduler’s timezone in agreement.
Avoid active events
Choose a low-activity period and do not place routine maintenance over a group’s regular event or a blood-moon session. Players should have enough notice to finish a run, return to safety, and stop starting long activities after the final warning.
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If your management layer can trigger on player count, configure it to defer maintenance while players are active. Add a maximum deferral, however, so a busy server cannot postpone maintenance indefinitely. A deferral policy is a scheduling rule; it does not replace the warnings or the save-and-shutdown sequence.
Enable and verify the telnet administration interface
The Linux procedure in the 7 Days To Die Wiki guide uses the server’s telnet administration socket. In serverconfig.xml, check the settings named TelnetEnabled, TelnetPort, and TelnetPassword. The guide cites port 8081 as the default, but you must verify the value against the release installed on your server before deploying a job. A wrong port, disabled telnet, or mismatched password will make every warning and shutdown command fail.
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Record the configured port and password in the same maintenance documentation as the restart time. A wrapper should authenticate before attempting any command and should return a failure status when authentication or the socket connection fails; that status is what systemd or a hosting supervisor can log and alert on.
Build the Linux implementation
1. Create a single-purpose wrapper
The wrapper is the bridge between the scheduler and the game. It connects to the configured telnet socket, authenticates, sends commands in sequence, waits for the save, requests shutdown, and exits with a status that the supervisor records. Keep all timing and message text in this one component so a later change does not leave the five-minute and one-minute notices out of sync.
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A conceptual command flow is:
connect to the configured telnet host and port
authenticate with TelnetPassword
say "Server restarts in 5 minutes - finish your run."
wait until the one-minute point
say "Restart in 60 seconds."
saveworld
wait about 10 seconds for the save to complete
shutdown
return success or a logged failure status
The exact telnet client syntax depends on the client and wrapper language you choose. Treat the flow above as the required behavior, not as a drop-in script: adapt authentication, delays, error handling, and the server process name to your installation.
2. Let systemd own the schedule and restart
The documented Linux pattern is a systemd service plus a wrapper script, invoked by a systemd timer. The timer starts the wrapper at the maintenance time; the wrapper asks the game to shut down; the service or another supervisor then starts the game process again. Keep the timer’s timezone, the game server’s configured timezone, and the timezone in your player announcement aligned.
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Systemd is preferable to a simple cron entry when you need operational visibility. The guide notes that cron has weaker failure logging and does not provide an equivalent to systemd’s Persistent=true behavior for missed runs. With a persistent timer, a run missed while the machine was powered off can be handled when the machine returns, according to the timer policy you define. Decide whether that catch-up behavior is appropriate for your community; a delayed restart after an outage may not be desirable during an event.
Make the wrapper executable, run it under the same account that can reach the server’s telnet interface, and direct standard output and errors to the service journal. Confirm that a non-zero wrapper status is visible in the journal rather than being silently ignored. The server-start mechanism can be a systemd service, a container policy, a host watchdog, or another supervisor, but it must be independent of the wrapper’s final telnet connection: after shutdown, the game process is expected to exit.
3. Define the recovery path
Decide what happens when the wrapper cannot connect, when saveworld does not complete, or when the server does not exit after shutdown. Log the failure and leave the process running rather than issuing a forced kill by default. If your supervisor restarts only after a clean exit, investigate the telnet or game error first; if it also has a watchdog, document which component is authoritative so two systems do not launch duplicate server processes.
Set up Windows or a managed host
Windows scheduled tasks
On Windows, use Task Scheduler or the provider’s scheduled-task feature to invoke a wrapper that performs the same telnet command sequence. The task’s action should call the wrapper, not terminate the game executable directly. Configure the task’s run account with access to the script and its logs, and use the host’s restart or watchdog option to launch the server after the clean shutdown.
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Hosting-panel schedules
Managed hosts expose different labels and capabilities, so verify the current interface for your provider and game version. Host Havoc documents daily scheduled restarts. WinterNode recommends scheduled tasks and notes that CSMM or ServerTools can supply in-game warnings. WGS documents a daily warning pattern at 10, 5, and 1 minutes and manages the restart from its platform. These are provider-specific behaviors; do not assume that a panel’s “restart” button performs a world save unless its documentation explicitly says so.
When a panel offers separate fields for warning commands and restart time, map them to the same order: early warning, final warning, world save, clean shutdown, then platform restart. If the panel only exposes a hard restart, use a management layer that can send saveworld and shutdown first.
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Choose a management layer
| Option | Warning mechanism | Save and shutdown handling | Who restarts the server | Best fit |
|---|---|---|---|---|
| Custom telnet script with systemd or cron | Scripted say commands |
Explicit saveworld, wait, then shutdown |
systemd or the host supervisor | Linux administrators who want direct control |
| CSMM | Scheduled commands and broadcast templates; can use player-count-aware triggers | Commands configured by the administrator | Host or service layer | Administrators who prefer a UI and conditional scheduling |
| ServerTools | Built-in countdown messages | Mod saves at one minute and starts the shutdown process when the timer ends | External service | Modded servers already using ServerTools |
| 7dtdServerUpdateUtility | Configurable countdown with in-game, Discord, or Twitch notices | Clean shutdown and update workflow | Utility or watchdog | Servers combining updates with scheduled restarts |
| WGS or another hosting panel | Provider-defined warnings; WGS documents 10-, 5-, and 1-minute notices | Panel-managed | Provider platform | Hands-off managed hosting |
CSMM
CSMM’s documented feature set includes scheduled commands, broadcast templates, and player-count-aware triggers. Use a scheduled command for each warning and for the save/shutdown actions, then confirm which host or service is responsible for launching the server after the shutdown. A player-count condition can delay a run, but retain the maximum-deferral rule described earlier.
ServerTools
ServerTools documentation says it begins a warning countdown, saves at one minute remaining, and automatically begins the shutdown process when the configured time expires. It also explicitly states that ServerTools cannot automatically restart a server. Pair it with a host restart policy, systemd, a container restart rule, or another external service; installing the mod alone will leave the server offline after its clean exit.
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7dtdServerUpdateUtility
The utility documents scheduled restarts, manual or countdown announcements, clean shutdown, watchdog restart behavior, and notices through Discord, Twitch, and in-game channels. It is useful when maintenance also includes an update workflow, but verify which component owns the watchdog and ensure that the update job does not bypass the world-save step.
RunOnFlux image settings
The RunOnFlux image exposes FLUX_RESTART_TIME for a daily restart and FLUX_RESTART_WARN_MINUTES for chat warnings. Its documented default is five minutes, with a repeated one-minute warning. Those variables are image-specific configuration, not universal 7 Days to Die behavior; use them only when running that image and confirm the image’s current documentation.
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Use plain language, include the remaining time, and tell players what to do. The five-minute example gives players time to finish a short task and return to a safe location. The one-minute message should be unambiguous: it is no longer a prompt to begin something new. If your management layer supports a 10-minute notice, as WGS documents, use it as an additional heads-up rather than replacing the five- and one-minute stages.
Keep the text consistent across chat, Discord, and a hosting-panel announcement. State the recurring maintenance time and timezone in your server rules or community channel, then repeat the live countdown in-game. Avoid promising an exact outage duration unless your own operations establish one; restart and world-load time vary by installation.
Validate the job before relying on it
- Check
serverconfig.xmland confirm that telnet is enabled, the port matches the installed release, and the password in the wrapper is current. - Run the wrapper during a low-population period and watch the service journal or hosting-panel log for authentication, command, and exit-status messages. This is an operational check, not a guarantee that every future run will succeed.
- Confirm that the five-minute and one-minute messages appear in the game’s chat channel and that their timing matches the published timezone.
- Verify that the save command is issued before shutdown and that the wrapper waits for completion rather than immediately closing the connection.
- Confirm that the server process exits cleanly and that exactly one supervisor starts it again. Check that players can reconnect after the world has loaded.
- Review the next scheduled run after any game update, mod change, container migration, or hosting-panel change. Telnet labels and management interfaces can change between releases.
Troubleshoot common failures
| Symptom | Likely cause | What to check |
|---|---|---|
| No warning appears | Telnet is disabled, the port is wrong, or authentication failed | Compare TelnetEnabled, TelnetPort, and TelnetPassword with the installed serverconfig.xml; read the wrapper log. |
| Players see warnings but the server stays online | shutdown was not sent or the command failed |
Check command ordering and the telnet response; do not replace the clean exit with an immediate process kill. |
| Server shuts down and remains offline | No external restart owner is configured | Check the systemd service, container restart policy, watchdog, or hosting-panel task. ServerTools alone cannot restart a server. |
| World changes are missing after maintenance | The process was killed before the write completed | Ensure saveworld runs before shutdown and preserve the documented wait of about 10 seconds. |
| Maintenance keeps being postponed | Player-count deferral has no upper bound | Add a maximum deferral and communicate the hard maintenance deadline. |
| Two server instances start | Both a panel and a local watchdog restart the process | Choose one restart authority and disable duplicate startup actions. |
| Timer runs at the wrong local time | Scheduler and game are using different timezones or daylight-saving rules | Compare the systemd/host timezone, server configuration, and the timezone printed in player announcements. |
How often should you restart?
There is no universal, scientifically established interval in the available documentation. Base the cadence on your server’s observed stability, update schedule, and player activity. A daily restart can be appropriate when your host or image is designed around a daily task, while a less frequent window may better suit a small community. Whatever interval you choose, keep it predictable, publish it, and preserve the same warning and save procedure on every run.
Operational checklist
- Maintenance time selected in the server’s configured timezone and published to players.
- Low-activity window checked against events and blood-moon sessions.
- Telnet enabled and its port/password verified for the installed release.
- Five-minute and one-minute
saymessages configured. saveworldissued before shutdown, with roughly 10 seconds allowed for completion.shutdownused instead of killing the operating-system process.- One clearly identified supervisor responsible for starting the server again.
- Logs, failure status, and a maximum player-count deferral reviewed after changes.
Following those controls turns a scheduled clock event into a predictable maintenance operation: players get actionable notice, the world is flushed deliberately, the server exits cleanly, and the designated supervisor brings it back online.
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