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VPS & Game Hosting

Game Settings

The four tabs of Game Settings: module knobs with defaults and ranges, the storefront and add-on seeds, mod sources and their keys, and the game calendar.

Updated · 2026-09-03

What this page is

Game Settings is where game hosting behaves the way you want it to across every machine: the module's own knobs, the two bulk seeds that build a storefront, where mods may be fetched from, and the calendar of the games' own wipe and patch days.

How to reach it

Open VPS → Game Hosting → Settings. The page is titled Game Settings, subtitled “How the game module behaves across every node”. Four tabs run across it, and the tab rides in the page address so a view can be linked to:

  • Module settings — the knobs.
  • Storefront — the two bulk seeds.
  • Mod sources — where mods come from.
  • Game calendar — wipes and patch days.

Everything here needs the game edit permission. If one tab fails to load, the others still work — the mod sources and the calendar are exactly the screens you would open to fix a misbehaving installation.

Module settings

A sidebar lists the groups and one group shows at a time, with a search that crosses every group. Each group states what it actually does before any control. Every row shows its stored default and offers a per-row reset, and a row you have changed away from its default is marked as modified.

Three things this page deliberately will not do:

  • It does not save on blur. Nothing leaves the browser until you press Save.
  • It does not send what did not change, so two people on two screens do not overwrite each other's untouched settings.
  • It does not hide the consequence. Leaving with unsaved changes prompts you first.

A blank number blocks the whole save rather than only its own row, because the save validates everything before it writes anything. An out-of-range figure is not blocked — it is clamped to the allowed range, and the field warns you.

Node runtime

Whether the platform actually asks a game node to do anything. It works this out for itself: the runtime goes live the moment a game node's agent starts reporting, and holds again when the last one goes away. There is nothing here to switch on after adding a machine.

Node runtime
SettingWhat it doesDefault
Force the node runtime to stay stubbedHolds every machine still, even when one is online. Every provision, power, console, file, backup and mod action then settles without reaching a machine and no containers are built. Use it only to hold everything still during a maintenance window.Off

Warning: While this is on, orders still invoice and settle, and customers are told these features are not switched on — so a sale made during that window delivers nothing. The module dashboard carries a banner for as long as it is on.

Placement and overselling

Company-wide defaults. A machine may override them, and the more specific value wins.

Placement and overselling
SettingWhat it doesDefault
Default oversell ratio for a new nodeThe memory oversell multiplier applied to a newly added machine. 1.00 means no oversell. Range 1–8. Changing it does not touch machines you already have.1.00
Port low waterThe free-port count at or below which a machine is reported as running dry. The first symptom of an empty pool is otherwise a paid order that cannot provision. Range 0–4096.32
Player slots per GBThe most player slots each gigabyte of a server's memory may carry. A slot add-on that would cross it is refused with a prompt to add memory first. A game may publish its own ceiling; this is the fallback. Range 1–100.10
Dedicated IP uses the game's default portA dedicated address add-on also moves the server onto its game's default port, so players connect with an address and nothing after it. Where the machine's port ranges do not include that port, the address is still exclusive and the port is kept. Off means exclusivity only.On

Lifecycle

What the platform does to a game server on its way from suspension to termination.

Lifecycle
SettingWhat it doesDefault
Restart automatically to apply an add-onRestart a server by itself when a purchased add-on needs a restart to take effect — player slots, extra ports, a dedicated address. Off means the customer is told to restart when their players are done, which is the safer default for a server with people on it.Off
Port reuse cooldownHours a released port stays out of the pool. Range 0–2160 hours.24 hours
Graceful shutdown window on suspendSeconds a suspended server is given to shut down cleanly before it is killed and its file-transfer sessions are ended. Range 0–3600.45 seconds

Warning: The port reuse cooldown is not a performance tunable. Shortening it is what points a new customer's players — and every invite link ever posted for that address — at a stranger's server.

Catalogue

Catalogue
SettingWhat it doesDefault
Apply vendor description changes automaticallyApply published changes to name, description and icon without asking. Anything that executes always needs an explicit approval, whatever this is set to.On

See Game Catalogue for the approval queue itself.

Limits

Ceilings applied when nothing more specific sets one. A plan that carries its own allowance overrides these.

Limits
SettingWhat it doesDefault
Console scrollback replayed on attachHow many earlier lines a console shows when somebody opens it. Range 0–10000 lines.150 lines
Console output before throttlingLines of output per window before a server is considered to be spamming. Range 100–100000 lines.2000 lines
Default backup size ceilingThe per-server backup storage ceiling for plans that do not set one, in bytes. Zero means no ceiling.0 — no ceiling

Timeouts

How long the platform waits on a machine before it gives up and lets the job finish in the background.

Timeouts
SettingWhat it doesDefault
Build timeout for a whole installThe most wall-clock time a whole build may take — the image pull, the install and the first boot together — before the job is failed. Range 60–86400 seconds.3600 seconds
Silence before a node is called unreachableSeconds without a heartbeat before a machine is shown as unreachable. Range 60–86400.300 seconds

Storefront

Two seeds that build a game storefront in bulk, so you do not create twenty products by hand. Both are safe to run more than once: they create what is missing and refresh what exists, and delete nothing.

Products and plans

Builds the game category, one product per memory tier of every title in your catalogue, the plan behind each, and the upgrade paths between them. Tiers are multiples of each game's own minimum memory, so every tier is legal for the game it belongs to; disk and player slots scale with the tier.

  • Price per GB / month — the one number the whole ladder is derived from. Leave it blank to use the default of 2.60. Quarterly and annual prices are derived from the monthly figure with a discount, and prices are rounded to figures a human would write.
  • Publish the products — leave this off until a game node is online. An active product on machines that cannot build a server is a checkout that takes money and fails. With it off, the products and the category are created but not visible.
  • Also reset prices on products that already exist — off by default. Re-seeding refreshes what each tier is — its plan, its sizing, its upgrade paths — and leaves prices you have edited alone. Tick this only to reset every tier to the rate above.

The result line reports how many products were created, refreshed and skipped, and how many upgrade paths were added. A product that owns its plan is edited in place; a plan it shares is copied first, so nothing another product sells is changed.

Add-on catalogue

Creates the priced add-ons — memory, player slots, storage, CPU, extra ports, a dedicated address, backup slots and the support tiers — and attaches them to every game product. Reset prices to the catalogue defaults overwrites any price you have changed; left off, it creates what is missing and refreshes only what an add-on does, never what it costs.

The result line reports how many add-ons were created, how many were refreshed, and how many attachments were made across how many products.

What the seeds do not do

Everything after the seeds is edited on the product itself and none of it needs a re-seed:

  • A tier's price, and the plan behind it — memory, disk, CPU, slots, ports, backups — on the product's Game server configuration section.
  • Which add-ons a product offers, and what that product charges for each, on its Pricing tab. The add-ons themselves are created under Product Options.
  • Which tiers a customer may move to, and in what order, on the product's Upgrade Paths tab.

See Game Plans and Products.

Mod sources

Where mods may be fetched from, how fast, and under whose key. Every control on this tab exists because a third party's terms say something, and the note under each source says which.

API keys are issued to one organisation and cannot be shared, so each company supplies their own. Nothing here is shipped with the product.

The sources are seeded with the catalogue. An empty list means the module has not finished its first update.

Per source

Mod source fields
ControlWhat it does
Enabled / Turned offThe checkbox in the card header. A source that is off is not offered to customers.
Requests per minuteShared by every customer on your installation, not per customer. Raising it past what the source allows gets your whole installation throttled.
Stored responsesWhether responses may be cached and for how long. Where the source's terms forbid storing its data there is no control at all — the platform refuses it either way.
User-AgentMust identify you and carry a way to reach you. Some sources block library default agents outright, so an empty template makes a source look broken rather than unconfigured.
API keyWrite-only. Nothing here can show a stored key back to you and no request returns one; the card says only that a key is stored, its last few characters, and when it last changed. Leave the box empty to keep the key you already have.

Remove the stored key clears it, and warns that the source stops working for every customer until a new one is stored. A source that is switched on with no key raises a warning on the card: customers will see it and be unable to install from it.

The seeded sources

What each source needs
SourceWhat to know
ModrinthNo API key is needed. An identifying User-Agent is mandatory — library defaults are blocked outright. Rate limited per address, shared by every customer on your installation.
CurseForgeNeeds a key, issued to one organisation and not transferable. Downloads need it too, so without a key the source can be browsed and not installed from. Their terms forbid storing API data, so nothing from it is cached. Authors can switch third-party distribution off, and when they do the customer is told and offered the manual route.
Steam WorkshopInstalls run on the machine with an anonymous login and need no key at all. Only search needs a key; without one, customers can still install by pasting an item id.
SpigotMCCommunity-run rather than official. Many resources are hosted on the author's own site and premium ones cannot be fetched at all — the customer is told so on the row rather than watching it fail. No checksums are published, so the first install records what was downloaded and every later install is checked against it.

A source only appears to a customer when it carries mods for the game they run and the platform knows where mods go for that game. Where it does not, the customer is told their host has not finished setting it up.

Game calendar

Wipes, patch days and publisher workarounds, published with the catalogue. You do not author these events and there is no edit control. What you own is the yes or no.

All calendar times are UTC, exactly as the publisher publishes them.

Coming up

A feed of what is scheduled in the near window, each entry naming the game it belongs to. Empty means nothing is scheduled in that window.

The events

Each event card names the game, how it repeats, its next occurrence, and how much warning customers are given before it happens. Two kinds:

  • Reminder only — nothing runs on a server. It sits on the calendar so you can plan around it.
  • Destroys player data — every run of this event loses the world. Customers are warned before it happens.

Each card shows the plans it is switched on for and how many servers that covers.

Switching an event on

Switch on for a plan picks a plan, and the event then covers every server on that plan — including ones you sell later. Switching it on creates real schedules on those servers, which then appear on each server's Schedules tab marked From the game calendar and cannot be edited there.

Warning: Switching on a destructive event schedules data loss for every customer it covers. The confirmation makes you type the event's name, because on a plan with hundreds of servers one click would commit hundreds of worlds.

Switch off removes them again, and the confirmation tells you how many schedules were removed rather than leaving you wondering whether anything changed.

An event whose repetition rule the panel cannot expand says so and cannot be switched on.

Customers see the calendar for their own game on their server page, marked with whether each event is switched on for them, and are notified ahead of a scheduled wipe so they can back up or download anything they want to keep.

Settings that live elsewhere

  • Hourly game meteringBill stopped game servers and Monthly price cap are on the Billing settings tab, under a Game servers heading in the hourly section. See Billing.
  • Per-machine placement — a machine's own oversell ratio, server ceiling, maintenance note and whether it accepts new servers are on that machine's Settings tab. See Game Nodes.
  • PermissionsView Game Nodes and Edit Game Nodes are granted per department. See Departments.

Common problems

  • The settings list is empty. The page says settings arrive from the module's own catalogue; an empty list means the module has not finished installing.
  • Save is refused. A number field is blank. Fill it in or reset the row to its default.
  • A value came back different from what you typed. It was outside the allowed range and was clamped. The range is under the field.
  • Customers report a mod source they cannot use. Check whether it is switched on without a key — the card warns about exactly that.
  • A seeded storefront sells nothing. The products are created inactive on purpose. Publish them once a game node is online.

Related: Game Hosting Overview, Game Nodes, Game Plans, Game Servers, Game Catalogue.