Servers
Servers lists the tenant’s game servers with their state, address and players. Tick several to start, stop, restart or delete them together.


Create a server
Section titled “Create a server”Servers → New server (owners and admins):
- Pick a game from the tenant’s games, and a node.
- Fill in the game’s settings; only the ones that matter are shown.
- Ports are allocated by role from the node’s pool; if the node has a port forwarding provider, they are opened there too.
- If the game needs a Steam account, pick one (Steam accounts).
- The install starts. Its output shows in the console; a Steam Guard prompt appears inline.
- Several at once: Servers creates up to 20 alike, named “Name 1” to “Name n”, each with its own ports. Either all are created or none.
- Limits: games from the catalogue fill in recommended memory, CPU and disk; memory grows with the player slots. Change them or leave a field empty for no limit.
- Extra ports: generic games (e.g. Steam dedicated server) take more ports: a role and protocol each. The server gets a free port per role, passed as
$PORT_<ROLE>(e.g.$PORT_RCON) and forwarded like the game’s own. - The node is full: the dialog lists the ports to add. Operators add them with one click, then the server is created.
- Files from a backup: under Files, a new server can start from a backup instead of (or on top of) the install: a backup of another server in the tenant (copied over, also from another node) or an uploaded
.tar.gz(downloaded from this panel, or from Pterodactyl). The archive is restored once it is complete and the install is done, and stays one of the server’s backups. - Start when the install is done: the server starts by itself after a successful install (at once for games without an install). A failed install leaves it stopped.
Power and console
Section titled “Power and console”- Start, Restart, Stop on the server page and the dashboard; stop and restart ask for confirmation. Kill ends the process at once.
- Console: the live output, with history, and a command line. When a game asks something on its console (e.g. Minecraft’s EULA), the server page shows a button for it.
- Download log: the whole console log as a file.
- Several servers: on Servers, tick servers (or all, in the header) and use Start, Stop, Restart or Delete above the list. Each button counts the servers it applies to (e.g. Start only stopped ones you may start). Stop and restart list the servers and the players online; delete also asks you to type
delete.


The node keeps each server’s console log (2 MB, with one older file). The last 1000 lines come back after a reload or an agent update.
Settings
Section titled “Settings”- Startup: the start command as the server runs it (secret values hidden), and the game’s variables. Secret variables are write-only: they show as set and can only be replaced.
- Name and limits (owners and admins): memory, CPU and disk.
- Memory and CPU of a running server change at once. Lowering memory below what the game uses, or removing a limit, waits for the next start.
- The disk limit applies at the next check.
- Java’s memory setting follows at the next start.
- Steam: the account, Update now, Update before every start.
- Reinstall: stops the server and runs the install again.
- Move to another node (operators): see Move a server to another node.
- Delete: removes the server, its files, backups and console log, and closes its ports.
Disk limit
Section titled “Disk limit”Uploads through the panel and over SFTP are refused once they would go over the limit. Replacing a file counts only what it adds; deleting frees space at once.
The game’s own writes are counted every 10 seconds while it runs, and the server is stopped when it is over. It is a soft limit: hard quotas would need root access on the node.
Templates change
Section titled “Templates change”Games get new versions (an update from the catalogue, or an edit). Running servers use the new version from their next start; changes to the install apply on reinstall.