datacenter1.5.0.jar
Curse Maven Snippet
What's new
[1.5.0] - 2026-09-08
Note for existing worlds: purely additive. Nothing changes until you buy a Workstation, and no existing block, item or number behaves differently than it did in 1.4.0.
- The Workstation is $60 in the Shop's Infrastructure group. Placing it hires a technician; breaking it lets him go and drops the shelf.
- Wages come out of the wallet of whoever placed the bench: $3 a fictional day untrained, rising steeply with every course to about $67 fully trained. Nothing is drawn before you hire.
- The technician is the mod's first entity. He is spawned by the block and never by the world, so he appears in no spawn list and counts against no mob cap.
- Of the thirteen courses, cleaning and coolant work are wired to their skills in this build. The rest are bought, worn on the vest and paid for, but do not act yet - they are the next piece of work, not a promise this version keeps.
Added
- Staff. You can hire a technician who does the maintenance round for you. Buy a Workstation, put it in a room, and a man in a hi-vis vest arrives and takes the post - the bench is the employment contract, so breaking it lets him go and moving it moves his responsibility, and nothing ever has to be named. His patch is the room the bench stands in, and he services a machine from the front, standing in the block its bays open onto: a rack built into a wall is fine as long as its front faces the room, one fronting a cold aisle belongs to whoever works in that aisle, and a server room with no gangways is a maintenance problem here exactly as it is in reality. He works only where the world is loaded, by design - he is not a way to be offline, he is what lets a site grow past the point where you can personally walk to every seized fan. From his first day he frees a seized fan and reseats a tripped supply; he is slower than you at both, which is the entire trade
- Thirteen courses, and every one of them raises his wage for good. Right-click him for his own terminal: overclocking, upgrading, cleaning, refurbishing, purchasing, running the cooling, diagnosis, coolant loops, stocktaking, re-tasking, racking, selling old parts, and teaching. A course is bought once and paid for forever, so training a technician to overclock when you never overclock is a mistake that shows up every day - which is what stops the tree from being a list everyone fills in. A man with Teaching on site takes 40% off everyone else's courses. The vest reads his standing across a hall: yellow new, orange trained, grey the old hand. Cleaning and coolant work are wired to their skills already; the rest of the tree is bought and worn but not yet acted on
- Wages are the first standing cost this mod has besides electricity, and they climb steeply. $3 a fictional day for an untrained man - one rack of hosting carries him, so hiring is an early decision rather than a late one. But every course he already has makes the next one weigh a quarter more, so the thirteen of them together do not add up, they compound: a man who can do everything costs about $67 a day, twenty times a raw one, which is what a specialist is worth and what he knows he is worth. His terminal quotes the real daily increase each course would cause, not its list weight. Drawn from the wallet of whoever placed the bench, accrued against the same calendar the electricity bill uses. Unpaid, he does not quit and he does not steal - he stops, and the bench says so. Hire as many as you like: the payroll is the only cap, which is the tension that keeps the feature honest
- The mod's first entity. He is drawn on the vanilla villager mesh with a skin of our own (
tools/entity_textures/gen_technician.py), so the proportions and the walk come for free and nobody mistakes him for a trader - Handbook: an Operations entry for hiring staff
This mod has no additional files

