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Let your clients fully manage their game servers directly from Blesta, without ever opening the Pterodactyl panel. It supports all the core Pterodactyl features — including real-time console access — for seamless, straightforward server management. New: customers fill in each game's own settings, like a server name or an RCON password, right on the order form.
Everything your clients need — console, files, backups, schedules and more — right inside the Blesta client area.
Games like Rust need values that only your customer knows, such as a server name or an RCON password. Now your customers pick their game and fill in its settings when they order, and the server starts ready to play. No support tickets, and no editing servers by hand after each order.
On the module's Manage page, keep the eggs you sell ticked and click Build. You get one Game Server list and the settings of each egg, at a price of 0 that you can change later.
The order form lists the games you sell. When a customer picks one, only the settings of that game appear, and the settings the game cannot run without are required.
The module sends every value to the Pterodactyl panel when it creates the server. A setting the customer leaves empty uses your package value or the default of the egg.
Clients manage everything from the Blesta client area — power actions, live statistics (uptime, CPU, memory, disk, network) and every core Pterodactyl feature — without ever logging into the panel.
A live console streams server output as it happens and lets clients send commands directly from Blesta — the same power the panel gives, in your own client area.
A built-in File Manager, MySQL databases, on-demand backups and cron-style schedules — clients handle day-to-day server tasks without a support ticket.
Multi-port allocations, subusers, editable startup variables and Docker image, SFTP details, server rename and one-click reinstall — the full Pterodactyl toolset.
Multi-port games such as Holdfast, Valheim and Rust get all their ports in order, on one IP, the moment the server is created. Every port is set up in the game automatically, and plans can include spare ports.
Minecraft, Rust, ARK, FiveM and every other egg on your panel. The startup command, the Docker image and the startup variables — map, player slots, server tokens — work the same way as on the panel.
The package form marks every setting that a game cannot start without and has no default. The package does not save until you give it a value, let the customer type it, or add a configurable option for it.
Customers see and change only the settings you choose to show. Everything else keeps your package value, so no one can raise their player slots or change a locked setting from the order form.
No. Clients manage everything from Blesta's client area — power actions, real-time console, file manager, databases, backups, schedules, users, network and settings — without ever opening the Pterodactyl panel.
Yes. A live console shows the server's output as it happens and lets clients type commands, right inside Blesta — one of the module's headline features.
Version 2.0.0 adds multi-port allocation support and a built-in File Manager, on top of the existing console, databases, backups, schedules, users and startup management.
Any Pterodactyl egg. The module exposes the startup command, Docker image and startup variables — such as map, player slots and server tokens — so it works across game types the same way the panel does.
Yes. Clients create on-demand backups and cron-style schedules from dedicated tabs, so routine maintenance doesn't need a support ticket.
Databases, File Manager, Schedules, Users (subusers), Backups, Network and port allocations, Startup variables and Docker image, SFTP details, server rename and one-click reinstall — the full core Pterodactyl toolset.
Yes. For games that need several ports, each new server gets its game port and the next ports in order, on the same IP address, and the module sets each port in the game automatically. A plan can also include spare ports for the customer. If a node has no free group of ports, the order fails with a clear message and no half-made server stays on the panel.
Yes. Customers pick their game on the order form and fill in its settings there, for example a server name, a world seed or an RCON password. You choose which settings they see. A setting they leave empty uses your package value or the default of the egg.
Open Settings > Company > Modules > Advanced Pterodactyl > Manage and go to Build Configurable Options. Keep the eggs you sell ticked, choose Required with no default only or All variables, and click Build. You get one option group for your packages: a Game Server list, plus the settings of each egg, shown only when that egg is picked. Run it again later to add new eggs. It never deletes anything.