Data Center 1.6.9
Curse Maven Snippet
What's new
[1.6.9] - 2026-09-11
The big spawn. Server-side only - a client on 1.6.7 or 1.6.8 can join as before.
Added
- A far bigger server spawn - the campus grows from 45 to 81 blocks across and gets a lot more to look at: a compass plaza, a data hall with three rack rows, cable trays, AC units and two cooling towers on the roof, a solar field on a deck, a 40-block radio mast, two gardens with ponds, cherry trees and benches, a gate with a glass walkway and a glowing ring at the edge - "/island create" - and four floating islets beyond the railing. Invisible light keeps it all bright, so nothing spawns there at night
- The Academy replaces the tutorial corner: a pergola avenue with seven stations in the order the early game is played - the Log Buyer, the Shop, putting the servers into the bays (new: a rack beside a Workbench, a sign that says it plainly, and two frames showing a finished Server and a mainboard), power from a solar panel through a cable, Bitcoin, hosting and Compute
- The Hall of Fame: the leaderboards now float in front of a tall wall on the campus's east side, with a stand to watch them from. Boards put up over the old campus move there by themselves
- A server that already has the first campus gets it replaced by the new one once, on the next start
Changed
- Demo cabinets stay silent - they still blink. The campus has about 150 of them, and two sound loops each would run the sound engine out of channels for everything else nearby
[1.6.8] - 2026-09-11
Multiplayer done properly: nothing is shared between players any more. A client on 1.6.7 can still join; the new pre-built servers only show on 1.6.8.
Added
Pre-built servers for a purpose, beside Budget, Performance and High-End, every half year from that moment's parts, each part chosen as value for money for the job:
- Compute Server - for a Rack: the processor and board with the most compute per dollar (two sockets count twice), graphics cards that add to it, memory that lifts it most
- Hosting Server - for a Hosting Rack, whose rent is compute (three times over from datacenter-grade parts) plus disk space: server processors when they pay, and every drive bay full
- Mining Servers, one per coin, from the coin's launch - BTC, LTC, ETH and KAS as card rigs on the board that takes the most cards, with riser kits and 12 V server supplies beside one ATX supply; XMR on processors, which is what RandomX is made for; XCH as a farm full of disks. A card rig leaves the line-up when its coin leaves the cards: Bitcoin in mid-2013 as the first ASICs shipped, Litecoin a year later, Ethereum at the Merge
They cost the same as the others - today's price of every part inside plus 50% - and a client on 1.6.7 still buys everything it sees correctly
/island delete <player>for operators - removes that player's island (or their party's). It asks first, with a button to confirm; confirmed, the island is cleared like one a team join replaces, and its slot is free again. Whoever calls it home loses their respawn point there, anyone standing on it is taken to the spawn, and an owner who is offline is moved on their next login. Money, party and wallet are not touched
Changed
- Messages about a machine go only to its owner - the player who placed it, or their whole party. A tripped supply, a seized fan or a coolant leak, a failed or burned-out part, a solo block found, the technician's hiring, wages and death were all sent to everybody on the server, with coordinates. A machine without an owner of its own counts for the island it stands on; only one that belongs to nobody at all still goes to everyone, as it always did in singleplayer. News and politics still reach everybody
- Grid outages and DDoS attacks happen to one player or party, not the whole server. Every owner whose grid is carrying load, or whose hosting is earning, rolls for itself, and an outage or an attack reaches only their Grid Connections and Hosting Racks - on a server of ten teams, ten sites with the real odds of one each, instead of one world-sized site that switched everybody off at once. A Backbone Switch shields its own owner's customers. The chat line goes to that owner only
- The Alarm Panel shows and beeps for its owner's incidents only - the machines and the site of the player or party it stands with. A panel that belongs to nobody still shows everything
- Nothing is shared between players any more. Everything that used to be one per world is now one per player or party, the same owner a wallet has:
- Hosting reputation and the customer classes it unlocks - one team's crashes no longer cost another its customers. The bank's credit line and interest rate follow your own reputation too
- The grid interconnect - every team has its own 10 MW
- Solo or pool mining - the switch sets your own; a machine mines by its owner's setting
- The Log Buyer's market - the first team to flood it no longer ruins the price for everyone after
- Software research - what your Software Lab ports is yours
- The Hall of Fame and the Mining Records - reached on your own compute and hashrate, announced to you
- Quest advancements for what happens to your machines go to your team only
- News, prices, the calendar and politics stay the same for everybody - they are the world, not a player's business
- An existing world keeps what it had: the old world-wide reputation, mining setting, timber market, research and records go to the world's first player (in singleplayer, you)
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