Live Server Controls

Change it mid-round. No restart, no config file, no SSH.

A live console, the real roster, and the settings that matter turned into actual controls. Changes apply to the running server, every write is judged by what the game replied rather than what it returned, and all of it lands in the audit log.

  • Ten games, one panel: Rust, Minecraft, Counter-Strike 2, Call of Duty 4, 7 Days to Die, and the Battlefield line — 2, Bad Company 2, 3, 4 and Hardline. Same console, same roster, same buttons. Translating that into five protocols is our problem, not yours.
  • Battlefield settings as controls instead of command typing. Around seventy server variables across BF3, BF4 and Hardline, grouped into general, gameplay, tickets, team-kill, idle, vehicles and advanced, each with its range in front of you rather than in a wiki tab.
  • The write is judged by the reply, not the status code. Frostbite answers a rejected setting with a success-shaped response, so the panel reads the body, sorts every write into applied, refused, unknown or read-only, and commits only the ones that actually took. A setting that silently did not apply is the commonest way a config change lies to you, and a plain console will never tell you it happened.
  • Dedicated panels for what you tune most: a team balancer with aggressiveness, scramble mode and trigger, anti-ping-pong and losing-side protection; a ping limiter with per-population thresholds and a kick ladder; and screenshot-based anti-cheat enforcement with its own action, timeout and review bands.
  • Loadout enforcement on Battlefield allows or denies whole weapon classes, vehicles included, so an infantry-only night is a setting rather than an honour system.
  • Real admin verbs per game, straight from the roster. Rust does kill, injure, recover, silent kick, queue priority, server auth, give item, save world, time and weather. Minecraft does whitelist, op, ban list, difficulty, time, weather, save-all and reload. 7 Days to Die does world time, a forced save and a graceful shutdown. Counter-Strike 2 does map, next map and restart. Call of Duty 4 does map, rotation, fast restart, gametype and any dvar.
  • Roster, chat, kill feed and console arrive over a live socket rather than a refresh loop, so what you are looking at is what is happening — and that is on the free plan, not behind a tier.
  • Restarts, stated honestly. Rust has a genuine countdown restart. On Battlefield the panel warns the server and shuts it down, and it is your host that brings the process back; we say so rather than selling a guarantee we do not control. Putting either on a recurring schedule rides on the automation tier.
  • Every change is written to the audit log with who, what and when, readable in the panel by anyone you give the audit permission to. A live control nobody can review afterwards is a liability, not a feature.

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