Pool Plutonium keys by game for launches and autoscaling
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@@ -10,7 +10,7 @@ HTTPS. Running game containers continue through controller or agent outages.
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- A controller machine with Docker Compose and an HTTPS reverse proxy.
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- Debian 12 or 13 amd64 game hosts with storage for game files and instances.
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- Your complete T5 or T6 game folders, including the DLC you intend to host.
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- Plutonium server keys for the exact lobby identities you will launch.
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- Plutonium server keys for each game, with one unused key per new concurrent lobby.
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The controller does not need access to a Docker socket, game-host mounts, or
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inbound RCON. Host agents handle local game commands and file operations.
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@@ -67,13 +67,18 @@ base game files; each instance has its own writable data. See
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## Launch your first server
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1. Save the exact Plutonium server keys under **Administration → Keys**.
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1. Save Plutonium server keys in the T5 or T6 pool under **Administration → Keys**.
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2. Create a server, or build a reusable map lineup in **Fleet → Collections**.
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3. Review the launch and apply it. Provisioning queues the work, then assigns a
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host and port when capacity is available.
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4. Follow the operation until readiness checks pass, then verify that players
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can find and join the server.
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Keys are shared across maps within their game. A launch assigns one available key
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until the server is removed; stopped servers keep their keys. Optional key labels
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can record the hostname chosen in Plutonium without binding the key to a map or
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lobby. Electric Cherry does not change the hostname registered with Plutonium.
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New launches use the latest verified game files and promoted configuration,
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scripts, and plugins. Uploading newer game files does not restart existing
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servers. Disruptive operations normally wait for a fresh empty lobby or a
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