■fleets · released since v0.1.11
several machines, one view.
a home server and a cloud box can each run colonies. joined into a fleet, they show up in one cockpit: every member, its health, and the colonies it finished.
a fleet is free and part of the harness. colonies still run on the machine that launched them; launching on another member is planned.
01 / why
two machines, one cockpit.
a fleet is for the moment your colonies outgrow one machine.
- 1
the problem
one machine fills up, so colonies end up on two. that is two cockpits to watch, two lists of what finished, and two machines that might take the same issue.
- 2
what a fleet does
one owner and its members share one view. each member keeps its own colonies, settings and secrets, and either side can end the membership at any time.
- 3
what it costs you
a few minutes in settings → fleet, over a network both machines already reach. no account, no relay, no shared secret beyond a one-time invite.
02 / what it does released
one view over every member.
each member appears in the others’ cockpit, and the owner sees them all.
every colony in one list
the overview’s fleet list puts this machine’s colonies beside the finished ones members pushed, with cost per repository, host and day.
a health state per member
one badge each, with the reason and what to do: unreachable, disk full, token gone.
history, once you say so
joining sends nothing. a member pushes its finished colonies only after you switch sync on, logs redacted first.
one network policy
the owner sets an egress floor every member’s colonies are clamped to at boot.
no issue taken twice
the github claim is fleet-wide: launching an issue another member holds is refused, and names the holder.
a machine’s past comes along
colonizer fleet exportandimportcarry a machine’s history into the fleet.
colonies still running on another member are not in the list yet: only finished ones are pushed.
03 / how to set it up
an invite, two screens, one code.
joining works like pairing a phone, over a network both machines already reach: a tailnet, a lan or a vpn.
- 1
on the owner
settings → fleet → create invite. the code is shown once and lives 15 minutes; send it, with this cockpit’s address, to whoever runs the other machine.
- 2
on the joining machine
settings → fleet: enter the owner’s address and the code. both screens now show the same six-digit confirmation code.
- 3
compare, then confirm
the owner approves only if the codes match, and the joiner presses codes match. the new member is listed; remove or leave ends it.
nothing listens publicly for this, and the cockpit stays on its private address. the fleet guide →
04 / not built yet
what a fleet does not do yet.
where a colony would run is decided and shown at launch, but it still runs on the member that launched it.
- launch a colony on another member planned
- members joined into the owner’s mesh planned
- colonies still running on other members in the list planned
both wait on the outposts design, harness #298. outposts on the pricing →