Run these from an operator’s chat, a command block, or a function file. Execute is simplified here — chain the rows in the order you want them to run.

How to Use the Schedule Command Generator

  1. Open the Schedule tab.
  2. Pick a mode: function to queue a delayed run, or clear to cancel one.
  3. Enter the function’s namespaced ID, e.g. mynamespace:my_function.
  4. For function mode, set a delay like 10s, 200t, or 1d, and choose whether a new schedule call should replace or append to an existing pending one.
  5. Copy the generated /schedule command into a command block, function file, or an operator’s chat.

Command Syntax Reference

/schedule function <function> <time> [replace|append]
/schedule clear <function>

/schedule queues a function to run once, after a delay, instead of immediately – the command returns right away and the function fires later on its own. Time accepts Minecraft’s usual duration units: t for game ticks (20 per second), s for seconds, and d for in-game days; 10s and 200t are equivalent. The trailing replace/append choice controls what happens if that same function is already scheduled: replace (the default) throws out the old pending call and starts the delay fresh, while append queues a second, independent call so the function ends up running twice at its two separate times. schedule clear <function> cancels every pending scheduled call for that function ID, with nothing else to configure.

Frequently Asked Questions

What’s the difference between replace and append when scheduling the same function twice?

replace is the default: if the function already has a pending scheduled run, calling /schedule function again on it throws that old timer away and starts counting down fresh from the new call – so only one run ever actually fires. append instead keeps the existing pending call intact and adds a second, independent one, so the function fires twice – once for each scheduled call, at each one’s own delay.

Does /schedule keep counting down across a server or world reload?

Yes – scheduled function calls are saved as part of the world data, so a server restart or world reload doesn’t lose them; the countdown resumes from where it left off once the world loads again. This is different from something you’d build with a repeating command block, which simply stops running while the server is off.

What units can I use for the delay, and is there a maximum?

The generator accepts Minecraft’s normal duration suffixes: t for ticks, s for seconds, and d for days (no suffix defaults to ticks). There’s no meaningfully small practical maximum for typical use – you can schedule something days out – but extremely long delays are rarely useful compared to just re-scheduling from within the function itself for recurring behavior.

How do I make a function repeat forever with /schedule?

/schedule only fires once per call by itself. To make something recur, have the scheduled function call /schedule function <itself> <time> again as its own last line – each run re-queues the next one, creating a self-sustaining loop you can stop at any time with /schedule clear.

Does /schedule clear cancel every pending call for a function, or just one?

It cancels every pending scheduled call for that function ID at once – there’s no way to cancel just one of several append-stacked calls individually; clearing removes all of them for that function in one command.

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