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Game panels

Pelican

Pelican

Available now

Build, run and remove game servers on your own Pelican nodes, with a console in the same panel.

Provibr talks to Pelican from an agent inside your network, with two API keys you create yourself.

  • Console access
  • Usage metrics
  • Reinstall in place
  • Suspend and resume

What you need

  • A Pelican panel the agent host can reach, over http or https
  • Two keys from an administrator account: an application key (papp_) and a client key (pacc_)
  • At least one node with free memory and a free port allocation

What it does

Pelican is a fork of Pterodactyl and keeps the same shape, but answers differently in enough places to be its own integration.

  • The server lifecycle

    Build a server from an egg with the memory, disk and CPU limits from your plan. Start, stop, restart, kill, suspend, reinstall and remove.

  • A console that matters

    A game server is driven from its console: commands, players, and the log line that explains a crash. It is part of the integration, not a link out.

  • Placed on cores, not just memory

    A Pelican node reports how much CPU it has, so a new server lands on a node with room in cores as well as in memory.

Where this stands

Live. Building, running and removing servers works, and so do the console and the usage graphs. Pelican is still in beta, so its API can change; Provibr is tested against 1.0.0.

Start with one host and one agent

Create an account, install the agent with a single command and connect your first Proxmox host. The trial runs for 14 days and asks for no payment details.