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Blueprints ​

A Blueprint is a declarative configuration file that defines the full runtime specification for how a game server should be run.

SLS uses Blueprints to create server instances. You provide a Blueprint ID, and SLS provisions the server based on that definition.

Because Blueprints are fully declarative and reproducible, a single Blueprint can be used to create unlimited identical server instances. Each instance will behave consistently and remain isolated from others, making scaling and deployment predictable across the system.

What a Blueprint defines ​

  • What server software to use
  • Which version to run
  • How much CPU, RAM, and disk it can use
  • What Docker image to run it in
  • What files and folders the server needs
  • What environment variables and configs to apply
  • What should happen when the server starts or stops

For examples see Blueprint examples.

In this section ​

PageWhat it covers
Introduction (this page)What Blueprints are and how SLS uses them
Creating blueprintsHow to author a Blueprint YAML file: metadata, includes, server, state, persistence, annotations
MixinsReusable overlays composed into blueprints via includes
Examples overviewBlock Hunt, vSLS, plugins, volumes, config patches, and more