promotional bannermobile promotional banner

Data Center

Data Center turns compute into a real SkyBlock resource: build server Racks, power and cool them, then route compute over a bandwidth-limited cable network to Synthesizers for materials or Mining Rigs/Hosting Racks for real crypto income
Back to Files

Data Center 1.7.9

File namedatacenter1.7.9.jar
Uploader
Reinay97Reinay97
Uploaded
Sep 22, 2026
Downloads
7
Size
3.7 MB
Mod Loaders
NeoForge
File ID
8948012
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:data-center-1683174:8948012"

Learn more about Curse Maven

What's new

Fixes a crash for anyone playing Data Center without Mekanism or AE2, hands the starter kit over with your island instead of on your first login, opens the hub's chests and doors again, and makes room for the new SkyWorlds mod, which carries the island half of the SkyBlock on its own.

(There is no 1.7.8 on its own - it was built but never published, and everything it carried is in here.)

Changed

  • /island steps aside when SkyWorlds is installed. SkyWorlds does islands - the spawn plot, /island create, the zones, the visits - as a mod of its own, for packs that want that half without the racks and the mining. With both installed, two mods would have registered the same command and the later one would have won silently, while both kept their own list of who owns which plot. Now Data Center simply does not register it when SkyWorlds is there, and the islands are SkyWorlds' throughout. Without SkyWorlds nothing changes at all - /island is Data Center's exactly as before, on servers and in singleplayer alike, and no world data is touched.

  • Outside every zone you may now use what is there, even though you still cannot build. Opening a chest, a door or a villager's trade on the spawn island, in the space around it or in the no-man's land between zones went through the same rule as swinging a pickaxe at it, so all of it was dead: a hub in which nothing opens is a hub nobody can be shown anything in. Using something out there takes nothing from anybody, and building, breaking and picking things up are refused exactly as before. Somebody else's island is unchanged - shut for all of it alike, because that is where there is something to steal. The champion's island in the museum stays untouchable down to its doors. Switch it off with skyblock.useOutsideZones = false.

  • The starter kit now arrives when your island is created, not when you first enter the world. In a SkyBlock pack that is the same moment - everybody builds their island straight away - but in any other instance, one with no island system at all, a newcomer was handed a pile of free hardware nobody had asked for the second they walked in. The kit now waits for the point where the game actually begins: /island create. Never run it, never get it. Singleplayer and LAN are unchanged: there the starting island is your island and nobody types the command, so the kit still comes with that island as it always did. Anybody who already holds a kit does not get a second one out of this change.

  • Which command that is can be configured (startup.starterKitCommand, default island create). A pack that builds its islands with another mod - Skyblock Builder would be sky create - just writes that command in instead; Data Center gains no dependency on such a mod, it only compares the command line that was typed. Left empty, the kit is never handed out automatically at all.

Removed

  • The bar of figures in the top left corner is gone - date, BTC price, BTC difficulty, KAS price and KAS network hashrate. Every one of them is in a terminal, where you look them up when you want them instead of reading them all day. The screen belongs to the game, not to a ticker.

Added

  • /datacenter starterkit [players] for operators (permission level 2, so an FTB Quests reward can call it too): hands the starter kit over by hand - for packs that leave the setting above empty, and for anybody the automatic handover missed. Somebody who already had it does not get a second.

Fixed

  • An empty startup.starterKitCommand really means empty now. The setting promised that an empty value hands the kit out to nobody by itself, but our own /island create never looked at it - it grants the kit straight from the island code rather than through the command hook, so a pack that emptied the setting still got a kit with every island. It now pays out only while the setting still names this mod's own island command, which is the default and what every existing pack has, so nothing changes for anybody who has not deliberately emptied it. This is what the coming Tycoon pack needs: there a data centre is a goal rather than a starting position, and the kit is handed over by a field in Tycoon Industries' skill tree, which calls /datacenter starterkit itself once a player has worked their way to it.
  • Opening the creative inventory crashed the game ("The stack count must be 1") when Mekanism, Mekanism Generators, AE2 or Solar Flux were not installed. The partner storefronts list those mods' items by name; without the mod, the name resolves to nothing, and an empty entry in a creative tab is fatal. Such entries are now left out of the tab.
  • The Shop no longer offers what it cannot deliver. A partner entry whose mod is missing is hidden from the Shop and refused at purchase, the same way the Arcade-only entries are. Entry order - and with it every purchase button id - is unchanged, so old clients and servers still agree on what each button buys.

This mod has no additional files