colonizer

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. 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. 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. 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.

fleet, in the glossary →

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 export and import carry 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. 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. 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. 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 →