How to set up automatic messages (autopost) in MU Online
Set up rotating automatic messages on your MU Online server to remind players of event times, promote the website, and keep players engaged without typing anything manually.
A living MU Online server feels alive. Rotating automatic messages — the famous autopost — are what give it that rhythm: they remind players that Castle Siege starts in 20 minutes, point them to the donation site, encourage them to join the Discord, and reinforce the rules without anyone having to t
A living MU Online server feels alive. Rotating automatic messages — the famous autopost — are what give it that rhythm: they remind players that Castle Siege starts in 20 minutes, point them to the donation site, encourage them to join the Discord, and reinforce the rules without anyone having to type anything. Set up right, autopost works for you 24 hours a day, keeping the community informed and engaged. Set up wrong, it becomes yellow spam blinking on the screen that everyone learns to ignore. This tutorial shows how to build a balanced automatic message system, with rotation, schedules, and good copywriting practices.
Prerequisites
Before you begin, make sure you have:
- Access to the GameServer's file system (via RDP on the VPS or FTP), because most distributions configure autopost in
.txt/.inifiles insideGameServer\Data. - Permission to restart the GameServer or run a reload command — many changes only take effect after a reload.
- A decent text editor (Notepad++ or VS Code) to avoid encoding problems. If your server's foundation is still being assembled, the general walkthrough is in how to create a MU Online server.
- Knowledge of your event schedules (Blood Castle, Devil Square, Castle Siege, invasions), so you can sync the reminders.
Notice.txt, GameServerInfo.dat, the [AutoPost] section) and the intervals mentioned here are Season 6 EXAMPLES. On X-Files, IGCN, MuEmu, and more recent emulators the location and format change — but the "list of messages + interval" logic stays the same.Understanding the message types in MU
Before configuring, understand the available system channels. Each has its own look and purpose:
| Type | Where it appears | Ideal use |
|---|---|---|
| Notice | Yellow scrolling banner at the top of the screen | Event reminder, important notice, countdown |
| Post (global) | A line in the chat, in a highlighted color | Website, Discord, and promotion announcements |
| GM Notice | Top of the screen, fired by a GM | Urgent manual announcements |
| Golden/System | Special event message | Special drop announcement, invasion starting |
Autopost generally uses notice and post in rotation. The distinction matters: notice interrupts visually and serves what is time-sensitive (an event in X minutes); post is more discreet and serves permanent information (the website link).
Step 1 — Locate the autopost file
On classic Season 6 distributions, look inside the GameServer folder. Common paths (EXAMPLE):
MuServer\GameServer\Data\Notice.txt
MuServer\GameServer\GameServerInfo\Notice.txt
MuServer\GameServer\Data\AutoNotice.txt
If you can't find it by name, search by content. On Windows, inside the server folder:
Get-ChildItem -Recurse -Include *.txt,*.ini |
Select-String -Pattern "notice|autopost|announce" -List |
Select-Object Path
This lists the files that mention notice/autopost, pointing you to where the messages live.
Step 2 — Understand the message format
The format varies, but the most common structure is one line per message, with a type number and the text. A typical Notice.txt EXAMPLE:
//Type Delay(sec) Color Message
1 180 0 Welcome to MyServer! Type /help to see the commands.
1 180 2 Castle Siege happens every Saturday at 8pm. Register your guild!
0 180 0 Visit www.myserver.com to vote and earn rewards.
1 180 4 Blood Castle opens every hour. Get your Invisibility ready!
0 180 0 Join our Discord: discord.gg/myserver
end
In this EXAMPLE: the first column is the type (0 = post in the chat, 1 = notice in the banner), the second is the delay in seconds between one message and the next, the third is a color code, and the rest is the text. Some emulators use a single global interval defined in another file instead of per line.
Step 3 — Write messages that work
The technical part is easy; the hard part is writing messages the player reads instead of ignoring. Copywriting principles for autopost:
- Short and scannable — the notice banner disappears fast. Get straight to the point.
- One idea per message — don't combine "vote on the site AND join the Discord AND CS is on Saturday".
- A clear call to action — "Register your guild", "Type /vote", "Visit the site".
- Rotate the tone — mix event reminders, gameplay tips, and promotion.
- Avoid all-CAPS — it's tiring and looks like spam.
A balanced set of 6 to 10 rotating messages covers the topics without repeating too much. EXAMPLE of a themed rotation:
1 240 2 Devil Square opens every hour on the hour. Don't miss the double EXP!
0 240 0 Vote for MyServer and win 1 Box of Luck: www.myserver.com/vote
1 240 4 Castle Siege: Saturday 8pm. Guilds level 100+ can register.
0 240 0 Need help? Our team is on Discord: discord.gg/myserver
1 240 0 Read the rules with /rules. Cheating = permanent ban.
0 240 0 Donation shop with Wings, Sets, and Jewels: www.myserver.com/shop
1 240 2 Blood Castle every 30 min. You need an Invisibility Cloak to enter.
Step 4 — Set intervals and schedules
There are two approaches: fixed interval (the same message every X seconds, rotating the list) and schedule by time (a specific message fires at an exact time, ideal for event countdowns).
For a fixed interval, the math is simple. With 7 messages and a 240-second (4-min) delay, the full cycle takes 28 minutes, meaning each message appears a little more than twice per hour. That's comfortable. Delays below 120 seconds with few messages become spam.
For scheduling by time (when the emulator supports it), you tie the message to the server clock:
//Schedule-by-time format (EXAMPLE - varies by emulator)
[Schedule]
19:40 Castle Siege starts in 20 minutes! Last chance to register.
19:55 Castle Siege starts in 5 minutes! Run to the castle.
20:00 Castle Siege STARTED! May the best guild win.
Step 5 — Apply and reload
After editing, save and reload. The options:
// Option A - in-game command (if the emulator supports it)
/reload notice
/reloadconfig
// Option B - restart the GameServer (always works)
// Close GameServer.exe and open it again
If the server is in production with players online, prefer the reload command; if there isn't one, warn via a manual post before restarting and do it during off-peak hours.
Step 6 — Test in a controlled environment
Never push a new autopost straight to production without testing. Log into the game with an account and watch for:
- Do the messages appear in the right channel (notice vs. chat)?
- Are the accents and special characters correct?
- Is the interval comfortable or does it feel like spam?
- Are the links typed correctly (the player will copy them by hand)?
- Are the colors legible against the game background?
Message ideas by category
So you don't run out of ideas, build your message bank split by objective:
| Category | Objective | Example message |
|---|---|---|
| Event | Remind of a time | "Chaos Castle in 10 minutes. Get ready!" |
| Retention | Bring players back | "Earn a daily login reward every day at 12pm." |
| Monetization | Promote the shop/donation | "VIP and Wings shop: www.myserver.com/shop" |
| Community | Engage outside the game | "Join the Discord and take part in the giveaways." |
| Rules | Reinforce conduct | "Using hacks = ban. Report it in /report." |
| Gameplay tip | Help newcomers | "Do Marlon's Quest in Devias to become a master." |
Common errors and fixes
| Error | Symptom | Fix |
|---|---|---|
| Wrong file encoding | Accents turn into "?" or strange characters | Save in ANSI/UTF-8 as the emulator expects |
| Interval too short | Chat turns into spam, players ignore it | Increase the delay to 180-300s and rotate more texts |
| Server not reloaded | Old messages keep appearing | Use the reload command or restart the GameServer |
| Missing the end marker | Last message doesn't appear or reading breaks | Include the end/terminator line the format requires |
| Outdated event time | "Event in 5 min" and nothing happens | Sync the texts with the GameServer's real times |
| Message too long | Text cut off in the notice banner | Shorten it to fit; split it into two messages |
| Mistyped link | Players can't access it | Test every link before publishing |
Launch checklist
- Autopost file located inside the GameServer
- File format (type, delay, color, text) understood
- 6 to 10 messages written, short and with a call to action
- Messages split among event, retention, monetization, community, and rules
- A comfortable interval set (EXAMPLE: 180-300 seconds)
- Reminder times synced with the server's real events
- File saved in the correct encoding (accents tested)
- Server reloaded or restarted after the edit
- Messages tested in-game (channel, color, accents, links)
- A backup message bank kept for future rotation
A well-configured autopost is the server's pulse: it informs without annoying, promotes without tiring, and keeps the player connected to what's happening. Start with a few quality messages, measure the community's reaction, and keep refining the text and rhythm as the server grows.
Frequently asked questions
Are autopost and notice the same thing?
Not exactly. Autopost is the system that sends messages at automatic intervals; notice and post are the message types it fires. Notice usually appears at the top of the screen in yellow and post in the chat. The exact names vary by season/emulator.
Where is the autopost configuration file?
On most Season 6 distributions it lives in GameServer\\Data, in files like Notice.txt, GameServerInfo, or a section of GameServer.ini. On newer emulators it may be a database table. It varies by season/emulator.
How many automatic messages is too many?
If the interval is too short, the chat turns into spam and players ignore it. A balanced EXAMPLE is one message every 3 to 5 minutes, rotating among 5 to 10 different texts.
Do I need to restart the server for the messages to take effect?
It depends. Many distributions require restarting the GameServer to reload the notice file; some have a reload command. Always check your emulator's documentation.
Can I use colors in automatic messages?
Yes, most MU clients accept color codes in system messages. The codes and the format depend on the emulator and the Main.exe version.