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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
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Data Center 2.0.0

File namedatacenter2.0.0.jar
Uploader
Reinay97Reinay97
Uploaded
Oct 16, 2026
Downloads
26
Size
4.5 MB
Mod Loaders
NeoForge
File ID
9207521
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:data-center-1683174:9207521"

Learn more about Curse Maven

What's new

Client and server both need 2.0.0 (network version 2). Worlds from 1.10.x load unchanged: no registry name, save key or existing purchase id changes.

What changes in an existing world

  • Machines that only stand next to each other no longer share Compute: every machine needs a cable to the network (Network Analyzer in the starter kit shows why a machine gets nothing).
  • Switches only join cable runs; they draw no power and set no limit. Old switch and 8/16/64 fibre recipes craft back into fibre cables.
  • One busway per owner for all touching machines; the old per-family split is gone.
  • Miners whose memory cannot hold the coin's DAG stop earning on that chain (mostly small cards on ETH); config mining.memoryLimits switches this off.
  • 18 graphics cards that really mined Ethash now have a hashrate for it.
  • Infrastructure that was bought cheap before is bought back once at its fixed list price.
  • Details for each point follow below.

Shop window

  • The Shop window is a little larger (360 x 280 GUI pixels, still inside 640 x 360 at GUI scale 3) so the list lines are no longer cut off.
  • Opening a group starts on the first tab that has something for sale today instead of an empty one. Partner tabs (Mekanism, Solar Flux, AE2, Create, Modern Industrialization) only show when that mod is installed; without any of them the Partners group says so instead of promising more with the calendar. An empty list now tells apart "nothing matches the filter or search", "nothing on sale today" and "more comes with the calendar".
  • Sort and filter chips only appear where they mean something: Hashrate, Watt and Compute only on tabs whose goods have that figure, Date only when the release dates differ, "Mining only" only on tabs that mix miners with other parts; the search box moves up into the free space. The remembered sort is kept for tabs that offer it.
  • Processor lines stay at two lines: name and figures on the first, price and watts on the second, the rest in the tooltip. Beside a CPU or GPU the Shop now shows the one hashrate that part was actually mined with on the current date, in its own unit (SHA-256 until the first ASICs in 2013, then Scrypt, Ethash from mid-2015 - or Equihash/KawPow once the DAG no longer fits the card -, Ethash on ETC after the Merge; CPUs RandomX), e.g. "93.1 MH/s Ethash". The former "Compute 96.4 KB/s" is the compute a processor gives the Compute Network inside a Rack, not a hashrate; it is now labelled "Rack 96.4 KB/s" (tooltip "Compute (in a Rack)"). Hashrates use the SI prefix "kH/s" (was "KH/s") everywhere.
  • Facility tab: filter chips All, Racks & Mining, Cooling, Power, Workshop & Staff, Trading, Machines and Building narrow the forty-odd blocks down; a chip only shows when its group has something on sale that day, and the choice is remembered. Display only - catalog order and purchase ids are unchanged.
  • Sorting by Hashrate groups the parts by algorithm, the one most such parts mined on the current date first (Ethash/ETC for a graphics card in 2023), and sorts by rate within each group; parts that mine nothing that day stay at the end in both directions. The Buy button grows with its label ("Kaufen" ran over its edge), Facility chips never overlap even with long translations, and the Wallet shows a coin's value compactly ("$136M") once the full figure would reach into the price column.
  • A tab with nothing on sale (e.g. Partners without a partner mod) no longer shows sort chips and a search box above the empty-list text.
  • Wallet: coins with no balance are greyed out and show a plain "0", every coin shows today's price of one coin, and a total line adds coins and dollars at today's prices.
  • Sell: each line shows its share of today's new price ("64% of new"), the hint wraps instead of being cut and states the configured sell-back share, and a footer shows the total with a "Sell all" button (click twice to confirm). Sell all runs on the server through the same sale as the single Sell button (same sell-back formula, the seller's own wallet, nothing from the pocket wallet) and sells every stack the Shop buys back from the main inventory and hotbar, whole; one receipt for the lot. It leaves worn armour, the off-hand and anything graded Select or Prime (or a server holding such a part) alone - the grade is not paid for, so those go one by one on purpose; the footer total counts the same stacks. New menu button id 3,000,000 - existing purchase and button ids are unchanged.

Facility prices

  • Infrastructure blocks (racks, cooling, power, terminals, machines, building blocks) keep their list price for good instead of losing 30 % a year from 2008-12-31 on: a Rack cost $11.65 in March 2016 and a Grid Connection about $21 in 2026 instead of $9,000. Prices and sell-back values of Infrastructure blocks therefore rise in existing worlds. Shortage surcharges and economy.priceMultiplier apply as before.
  • What is bought from now on still never pays to sell straight back (at most 0.8 of the price). Blocks bought cheaply in an existing world before 2.0.0, however, now sell back for 0.8 of the full list price - a one-off gain for whatever Infrastructure is already placed or stored. This is deliberate and not corrected.
  • Blocks the mod lets you craft (server panels and doors, blanking and patch panels, cables, pipes, lights, signs, power and battery cabinets, the dark building blocks; item tag datacenter:craftable) are no longer bought back - at the fixed list price, crafting and selling them would have been a money source. The Shop still sells the ones it lists.
  • Complete used servers on the second-hand market now include the server case in their price (it was never charged; with the case at its full list price, buying one and selling it straight back would have paid). Complete new servers (Budget, Performance, High-End) include it too: today's price of the case and every part, plus 50 % for the assembly.

ASIC fans

  • ASIC miners with a fan now show spinning blades while they run (blockstate running, visual only). Machines standing in an ASIC Shelf spin too while the shelf is fed; the shelf drew the still item model before. Client-side only, no save or network change.
  • The open-frame miners (Millhash S1, S5) are closed on top: a lid between the heatsinks, so you no longer see into the machine from above.

Millhash E3

  • New ASIC miner Millhash E3 (Shop, ASIC, $800, available from 2018-07-16): the first Ethash ASIC, 180 MH/s at 800 W, a flat wide aluminium case with two fans side by side. It mines ETH and can be pointed at ETC like a Mining Rig; after the Merge (2022-09-15) ETH stops paying as everywhere else. New purchase id at the very end (after the Mining Dashboard); the loot tables of all miners now come from tools\gradable_tag again (they keep grade and wear).

ASIC Rack Shelf

  • New block ASIC Rack Shelf (Shop, Infrastructure, $450, available from the start): an open steel pallet rack two blocks wide and three high, as mining farms stand their machines in - blue uprights, orange beams, three wire decks with four full-size miners each, twelve bays in all. It works like the ASIC Shelf: one power feed for all twelve, click a bay to put a miner in or take it out, right-click elsewhere for the overview. Placing needs room for all six blocks; breaking any of them drops the whole rack with its miners. The 2- and 4-bay shelves stay in the shop.
  • The Millhash E3 had no item model and showed as the missing-texture cube in hand and on a shelf.

Fans stay in stock

  • Fans are no longer taken off the new shelf three years after their release (economy.newStockYears): every fan that is out can be bought new for good. In November 2015 the Shop sold a single new fan. Their new price keeps falling with age but never below the used scrap floor, so new is never cheaper than used; used fans are sold as before. Other components keep the three-year rule.

Miners outgrown by their work

  • Ethash and KawPow need a dataset (DAG) that grows over time; a miner whose memory is smaller cannot mine that chain at all, as happened for real. The DAG follows the real formula and each chain's block height on the game date; each card and the Millhash E3 carry their real memory size. Cut-offs that follow from it: 2 GB cards leave ETH in 2017, 3 GB cards in 2019, 4 GB cards around 2020-12-20. The Millhash E3 stops on ETH around 2020-12-06 (the maker's last block, ~11,400,000) and was briefly off ETC from 2020-02-21 until its firmware of 2020-03-13. ETC halved its DAG on 2020-11-28 (ETChash), so the E3 and 4 GB cards mine ETC again, 4 GB cards until 2025. Ravencoin (KawPow, since 2020-05-06) shuts 4 GB cards out from mid-2023.
  • An affected miner keeps drawing power and earns nothing, like a machine left on ETH after the Merge. The ASIC window shows "DAG x GB > memory y GB" in place of the network line and no longer offers chains it cannot hold; the Mining Rig shows how many cards are affected; the owner gets a chat message every five minutes; the Dashboard lists the unit as idle. Point the miner at another chain to go on. Units on a shelf or in a container always mine ETH and stop there.
  • Config mining.memoryLimits (default on) switches it off.

Ethash for cards that had none

  • Eighteen graphics cards mined Ethash for real but had no Ethash hashrate in the catalog. They now carry it, and the Equihash/KawPow/Autolykos figures derived from it:
    • Kepler/Maxwell with 2 GB, from 2015 until the DAG outgrows them in 2017: VTX-770 14.4 MH/s, VTX-760 and VTX-670 12.3 MH/s (scaled from the VTX-780 by memory bandwidth), VTX-960 9.9 MH/s (from the VTX-980 the same way; matches the ~9-10.5 MH/s miners reported in 2016).
    • VTX-2080 Ti 57.46 MH/s, a gap from the Ethereum years.
    • Cards launched after the Merge mine Ethereum Classic: VTX-4090 124.7, 4080 87.04, 4080 Super 87.08, 4070 Ti Super 74.09, 4070 Ti 62.98, 4070 Super 65.98, 4070 62.26, 4060 Ti 38.67, 4060 33.42; RX 7900 XTX 101.1, RX 7900 XT 83.17, RX 7800 XT 66.63, RX 7600 32.02 MH/s (ETC benchmarks of hashrate.no, the same source as the 30-series figures).
  • This changes those parts in existing worlds: their Shop line and the Mining Rig now show and mine ETH/ETC where they used to fall back to another coin.

Mining Dashboard

  • New block Mining Dashboard (Shop, Infrastructure, $200, available from the start): right-click opens a window with the numbers of all of your (or your team's) loaded miners, wherever they stand. Tabs: Overview (hashrate per algorithm, network share, income per hour), Coins (own and network hashrate on the game date, share, expected time to a solo block), Devices (count, hashrate, power, temperature, throttling, failed ones red, ones that lose money orange), Power (draw, cost per day, J/TH, income minus power), History (mined in total, today, last 7 days, small chart) and Extras (solo blocks found, next halving, models not worth their power).
  • The mined counter is new and starts at 0 in existing worlds (the window says "counted since"). Data is only gathered while a window is open; the numbers travel in their own optional packet once a second.

Blueprint prices (Chip Foundry packs)

  • A blueprint now costs much more while its product is new and gets cheaper with the age of the product: the normal blueprint price (today's part price times shop.blueprintPriceFactor) times 1 + shop.blueprintLaunchPremium * 0.5^(age / shop.blueprintPremiumHalfLifeDays). Defaults 4.0 and 365 days: five times on release day, three times after a year, twice after two, about 1.1 times after five. Age is counted from the release date by the date of the world. Shop list and payment use the same figure; the row says "License, cheaper with age". Blueprints still cannot be sold back, so the premium never pays off. Both values are synced to clients: Client and server need the same version (config_sync carries two more numbers). No registry name, save key or packet id changes.

Add-on interface

  • New package com.example.datacenter.api for other mods: a block of an add-on can hang on the compute network as a consumer that only gets what the graphics cards in AI Racks make (by card model, or by host: card, number of cards, memory, storage), find and check the owner of a block, book money on the owner's account (through the Money mod when installed), read the date and the standing, change the standing, convert compute to real FLOPS and add its own dated news. Only this package is promised to stay stable. Nothing changes in a world without such an add-on.
  • Block tag datacenter:cable_connectable: compute cables show an arm toward a block in it, so a block of an add-on looks connected too.
  • DataCenterApi.acceleratorsOnSale(level): the accelerators (every general-purpose graphics card, gaming and data-centre cards alike) the shop of the world sells today. API_VERSION is 2.
  • New block AI Rack (30,000 in the Infrastructure tab, from the start of the world): a Server Rack in violet with the same bays, power, heat, owner and block entity, but its graphics cards (every card except dedicated mining cards) work for AI add-ons only. They give compute to accelerator consumers of the same account and to no other machine; the Server Rack's compute goes to normal machines only. An AI Rack with no accelerator consumer idles. Server Racks give nothing to add-ons any more. Add-ons see the cards per host (AcceleratorHost).
  • Fixed: the front of the Battery Cabinet, Power Cabinet and Dummy Rack was drawn two pixels off centre.

Trading Terminal

  • Rebuilt buying and selling. One list of all coins with price, holding and value (click selects the coin), a Buy/Sell switch, a free amount typed in coins or dollars, quick shares 25 / 50 / 75 % / All (of your dollars when buying, of your holding when selling), and a preview before you confirm: amount, average price, fee, what you pay or get. One button confirms (Enter in the amount box too); the line below says what the server did, and refusals say why in plain words. Market depth is shown in one sentence on sales: the whole day counts, so splitting an order changes nothing. Prices, fee and market depth are unchanged. New optional packet trade_order (an older client still connects and keeps working with the old button ids).

ASIC Shelf overview

  • New read-only window for the ASIC Shelf (playtest wish): status of the shelf, total hashrate, power drawn / rated, temperature and speed (heat throttle), and one entry per bay with the machine's name, hashrate, power and condition; empty bays say so. The list scrolls (wheel or bar) when there are more bays than rows, and every line is cut to its box with the full text on hover. Open it with sneak + empty hand anywhere on the shelf, or with a plain click on the frame or on an empty bay. Putting a machine in (click a bay with it) and taking one out (plain click on a filled bay) work exactly as before. New menu type asic_shelf; no registry name, save key or existing packet changes (Client and server both need this version for the window).

Cables

  • Fibre data cables redrawn (cable_lwl, _8, _16, _64). The old textures only covered one side of the cable model, so arms going up, down, north or south came out as plain black bars, and the 8/16/64 ring patterns only showed in pieces. Now a bright jacket with light and dark side, an outline, collars at the block edge and lit fibres along the whole cable; the tier shows in the colour (aqua, blue, violet, magenta) and in the number of lit lines and points on the cut end. Models, names and ids are unchanged.
  • Superconducting Data Link has a recipe that looks like a cable. It was two netherite ingots and two diamond blocks thrown together. Now: a netherite ingot in the middle, fibre data cables above and below, copper blocks left and right, packed ice in the corners (the cooling). Still gives 8.
  • Superconducting Data Link redrawn. The old texture was a flat ring that only showed in pieces on the cable model. Now a stainless-steel corrugated cryostat tube with light and dark side, flange collars with a trace of frost at the block edge, and a cut end showing the steel wall, insulation, copper conductor and the ice-blue coolant channel. Models, names and ids are unchanged.

Decoration

  • 42 dark decoration blocks in their own creative tab "Data Center Deco": wall panels, ceiling tiles, raised floors, grating, hazard stripes, tinted window, light panels and strips, cable trays, pipes, ducts, cabinets, patch panel, pillar, beam, stairs and slabs, aisle signs. The dark counterpart to the light Chip Foundry set; every block has a cheap recipe and drops itself. No existing registry name changes.
  • Dark Floor Grating takes a block of black concrete between the iron ingots, so its recipe no longer matches the iron portcullis of Macaw's Doors.
  • Three ceiling lights modelled on the Chip Foundry cleanroom lights: full blocks that glow on every side at light level 15, in a dark data-center frame. Grid Ceiling Light (4 from dark wall panel, glowstone dust and glass), Recessed Ceiling Light and Slot Ceiling Light (shapeless from a Grid Ceiling Light plus black dye or an iron nugget).

Migration and wrap-up (work package 15)

  • Market depth counts the whole day. What a player already sold of a coin on that day is counted, so many small orders fill exactly like one big one (before, 44 orders of 10 % each kept about 94 % of the price instead of 50 %). The count is per wallet and coin and starts again the next day; saved in the wallet under the new keys sold_<coin> and soldDay_<coin>.
  • Worlds from before 2.0 tell each player once, in chat, what changed (new worlds never). Read it again any time with /datacenter changes. Kept in the new SavedData datacenter_migration (legacy, told); a world counts as old if it has game time when 2.0 first starts.
  • Switches no longer draw power and have no limit of their own (they only join cable runs); old ones keep working. The recipes for switches and the 8/16/64 fibre cables are gone; instead every old switch (all five tiers) crafts back into 4 fibre cables and the 8/16/64 cables into that many fibre cables (*_to_fibre).
  • A DDoS attack is absorbed by a room certified Tier III or better instead of a Backbone Switch.
  • Guide book and Ponder: new entries for the compute network, the Network Analyzer and "What changed in 2.0"; cables, switches, Simulator, wallet, UPS and incidents corrected.
  • Fixed: a room's open sky could be cached as "sealed" for a long time when a roof was built while the light was still updating; such an answer is now asked again after one second.
  • Fixed (tests only): two rarely failing tests (asicWearsAndDies, learnsThePartsOfItsRoom); see KONZEPT_V2.md, "Entscheidungen AP 15".

Fixes after review (work package 12/11)

  • Fixed: a client with the same mod could not join a server or LAN world (the simulation programs in the jar were read as text by the network codec, which is an object in the file). The network codec now reads text and object; the same for part definitions.
  • Fixed: a technician refurbishing a part in an old Parts Cabinet used up paste and reported success, but the cabinet refused the write. An occupied slot may be replaced now, and paste is only spent after the write took.
  • Fixed: Thermal Paste can be put on the workstation shelf again (the menu allowed nothing since 2.0.0); other items still cannot.
  • Fixed: an aborted mainboard swap could lose a spare that did not fit back into the stores; the rest is passed on like in a part swap.

Early years and mining start (work package 14)

  • Hosting types (Shared, VPS, Colocation) now exist by date in every world, not only in worlds that began before 2008-12-31; one tick path, Dedicated stays as a mode with its own rate. Existing machines stay Dedicated. The Hosting Rack screen shows the type row in every world.
  • New: on 2009-01-03 (first Bitcoin block) a player of a world that began earlier gets one chat line (message.datacenter.mining_start, within 30 days, once per player, flag datacenter_mining_start_told). The Wallet shows no coin section before that day.
  • Tests gametest.EarlyMiningStartGameTests (own batch miningstart): a world from 1999 runs over 2009-01-03, nothing is lost.

Coins, names, config (work package 13)

  • Coins are sold at the Trading Terminal only (with market depth and the 0.5 % fee). The Wallet pane only shows holdings and says where to sell; the Shop's "sell all" buttons are gone (their ids stay unused, an old client gets "Coins are only sold at the Trading Terminal"). A small order pays exactly what the terminal always paid. The Starter Kit now includes a Trading Terminal wherever it includes a Mining Rig. Known change: the terminal sells only coins that already trade on the in-world date (the Wallet used to fall back to the earliest known price).
  • One name per block, in English and German: Workbench is now Assembly Bench (Montageplatz), Workstation is Technician Station (Technikerplatz), Assembly Line stays (Montagelinie, with its Controller/Output as Montagelinien-Steuerung/-Ausgabe), Spare Parts Depot stays (Ersatzteillager). Registry names are unchanged. Both language files have the same keys.
  • Config in sections calendar, economy, mining, hosting, network, power, room, machines, reliability, staff, shop, features: money factors under economy.*, feature switches under features.*. Old keys are moved to the new ones once at startup, values kept (market.depthImpact -> economy.marketDepthImpact, startup.giveStarterKit -> features.starterKit, serviceContract.* -> staff.serviceContract*, incidents.enabled -> features.incidents, grade.* -> machines.grade*, grid.* -> economy.gridPriceMultiplier, power.gridSiteCapacityKw, power.gridConnectionKw, and so on; the full table is in ConfigMigration).
  • Fixed: a Simulator dropped by one of the seven old simulation blocks sold back for 80 % of the Simulator (up to 20,000 for a block that cost 8,000). It now remembers what the old block cost (data component datacenter:paid_cents, NBT paidCents) and sells for at most 80 % of that.

One repair route, one store (work package 12)

  • Technician, service contract and swap order now share one repair routine (staff/Repair); prices, orders and messages are unchanged.
  • The Spare Parts Depot also holds mainboards, risers and whole ready-made units (new ones only); a worn-out ASIC/FPGA is swapped from the depot for free, a dead mainboard can be replaced from stock without the buying skill.
  • Parts Cabinets keep their contents but only give them out now; Spare Parts Kit, Salvage Bench and Parts Cabinet are no longer sold (purchase ids and registry names stay).

Room and refrigerant fixes (after review)

  • Cables and refrigerant pipes in a wall or room are no longer part of the room: volume, anchor (and with it the stored room temperature), sky check and certification audit give the same result as in 1.10.x, and a cable cell is never a start cell. Two rooms with a cable in their shared wall no longer push each other out of the room cache.
  • Heat classification stops filling at the first cell that sees the sky and at room.thermalMaxCells instead of always filling up to room.maxCells; a room at the edge of the loaded world is never reported as sealed; unrelated block, light and blockstate updates no longer discard cached rooms.
  • New config room.fillBudgetCells (default 20000): cells all room scans of a dimension may visit per tick for the technician and Parts Depot; the rest waits for the next tick.
  • Refrigerant: the outdoor unit caches its network until a pipe, wall seal or unit changes; two indoor units in one room count once. Known change: refrigerant pipes laid side by side in old worlds may merge into one line at the next neighbour update.
  • Network Analyzer: only network blocks take over the right click (chests and doors keep their use), sneaking uses the block normally, either hand works; Jade no longer builds the sorted position list.

Added

  • Simulator. New block datacenter:simulator replaces the seven simulation blocks in the Shop and the creative tab (Infrastructure, $250). The program (Miner, Animal Farm, Monster Trap, Nether, End, Terrain, Radiation) is chosen with arrows in its menu; changing the program restarts the progress. Programs are data: the new data-pack registry datacenter:simulation (data/<namespace>/datacenter/simulation/<name>.json with cost, accent, optional order/name and a weighted loot list; unknown item ids are skipped, a broken file is ignored) holds the seven shipped programs, which reproduce the old blocks exactly.

  • The seven old simulation blocks keep working. They stay registered, keep their progress and run as a Simulator with a fixed program; they are no longer sold and breaking one drops a Simulator. A program whose pool is empty (Radiation without its mods) does nothing instead of crashing.

  • Network Analyzer. New item datacenter:network_analyzer (Shop, Infrastructure, $25, also in the starter kit with 16 copper cables instead of 8): right-click any cable, switch or machine of a compute network for a chat report (blocks, produced/wanted/delivered per tick, line limit, what this machine gets and why not) and the bottleneck cables are marked with red particles for you only. Sneak-click uses the block as usual.

  • Network line and load steps in every machine screen. Racks, Hosting Racks and every consumer screen show "Network: gets X of Y /t" with the reason in plain words; consumers have a row of load-step buttons (button ids 240-255, owner or team only). Jade shows the same figures on cables, switches and machines (optional).

  • Parts catalog as a data pack. Data packs can change the price, release date and availability of a built-in part and the stats of a part, and can define entirely new parts (datacenter:part registry, folder data/<namespace>/datacenter/part/). Client and server always see the same catalog.

  • New parts by Item id. A data pack can add a part the mod does not know. It is a stack of the new datacenter:part item and is bought by its id, not by a button number; built-in parts are bought as before. Pack parts show up in the Shop after all built-in ones.

  • Pack parts are told apart everywhere. Parts from different data-pack definitions share one item but never mix up in the Parts Depot (one bin per model), assembly line patterns, re-ordering or the news. A part whose pack is gone is left alone: never sold, scrapped or salvaged.

  • A pack RAM part states its size with the stat sizeMb (required for new RAM).

  • Shop prices from the server. Price, resale, depreciation and grade settings now come from the server when you join, so a client with a different config file shows the same prices that are charged.

  • One shared room graph. Heat, air conditioning, the technician, the Spare Parts Depot and the swap order now read one cached room per air space instead of each running its own search. The room is filled once on the first question, kept for room.recheckTicks (default 1200) and dropped at once when a block next to it changes. Config room.maxCells (30000, the largest room that is listed), room.thermalMaxCells (4096, the old limit for heat: bigger rooms are still "large interior"), room.recheckTicks. The technician now sees every machine of a hall bigger than 4096 cells (the old radius of 48 blocks is gone).

  • Cables behind a machine no longer block its airflow. A Rack, miner, fan, air conditioner or heat exchanger whose intake or exhaust faces a cable or pipe now breathes through it (up to three in a row) into the room behind. The tag datacenter:room_passable now also lists the cables and pipes of other mods (AE2 cable bus, all Mekanism transmitters, Powah, Pipez, Refined Storage, XNet, Ender IO conduits, Immersive Engineering fluid pipe), so those no longer split a room or count as a wall either.

  • Cables no longer cut a room. The new block tag datacenter:room_passable (all cables and the refrigerant pipe) lists blocks that count as air for rooms and are not machines, so a cable run across a room does not split it (the air around connects); a data pack can extend the tag. Such a block belongs to the room but the room does not continue through it, so a cable led through a wall keeps the room sealed.

  • Air conditioning as a network. Refrigerant pipes may branch and run side by side (the limit of two connections per pipe is gone), and one outdoor unit now cools every sealed room that has an indoor unit on the same pipe network (multi-split): the pumped heat is shared evenly between the rooms that are warmer than 20 C. With one indoor unit it behaves exactly as before. Config refrigerant.maxBlocksPerNet (1024).

  • New compute network (graph and four cable stages). All cables and switches in one dimension form a graph: placing joins networks, removing rebuilds only the network it belonged to, and chunk loading and unloading is handled (a network that reaches into unloaded land is flagged). The four cables are now named Copper Data Cable (10,000/tick), Twisted-Pair Data Cable (250,000), Fibre Data Cable (10,000,000) and Superconducting Data Link (500,000,000); the 8/16/64-fibre cables count as Fibre. Registry names do not change. The Superconducting Data Link recipe now yields 8. New config network.cable.copper|twistedPair|fibre|superconductor.capacity, network.loadSteps and network.maxBlocksPerNet. Machines still use the old network until the next step.

  • ASICs and FPGAs age and are serviced. A miner block now has a condition: it wears while it runs (faster when hot, with the overclock dial and without upkeep), gives less hashrate once worn (full above 70 % remaining life, down to 40 % at the end) and stops when worn out. The service contract swaps a worn unit for a new one of the same model (Shop price + 125 %, grade kept), and so does a technician with the Purchasing skill, paid from the workshop owner's wallet. Condition shows in the tooltip, the panel and Jade; breaking and placing the block keeps it. Configs prebuilt.wearRatePercent (100, 0 = no ageing), prebuilt.fullPerformanceAbovePermille (700), prebuilt.minPerformancePercent (40), prebuilt.overclockWearPercent (200), prebuilt.exchangeAtWearPermille (900). Shelves and containers count the wear of the units in them (they do not age there).

  • Overclocking and contract for ASICs. The dial of the other machines (buttons 200/201) is now on the ASIC panel; a clocked unit draws more power and gives more hashrate, and may burn out (then it needs an exchange). The contract tab and the upkeep badge are there too (fee: one Server per unit and day). Saves from before load as new, dial 0, no contract.

  • Machines on the new compute network. Racks, the Hosting Rack (also Server Shelf and Cabinet), the Compute Interlock and every consumer (Synthesizer, Software Lab, Enchant Downloader, Animal Farm, Mob Farm, Miner/Nether/End/Terrain/Radiation Sim, AE2 Power Interface, Nuclear Science Control Rod) hang on the cable network. Cables branch: a run can split to as many machines as you like, and the weakest cable stage in a network limits what flows (the cable tooltip shows its capacity). When there is not enough Compute, every consumer of that owner is throttled in proportion. Small constant needs (Compute Interlock, Control Rod) are served first, so a reactor keeps running next to a hungry simulator. Machines from older worlds have no owner: they join the one owner that feeds the network, or wait until a player opens (or right-clicks) them.

  • No silent failure. Each consumer's screen names the reason when it gets nothing or too little (not connected, no producer, owner mismatch, cable limit, production short). Machines hold a load step (new NBT loadStep, default the highest) and an owner (new NBT owner/ownerName).

  • Hosting Rack at the network. With a cable it takes Compute from the network when its customers need more than its servers make, and feeds the network when it has some to spare; without a cable it works exactly as before. Config network.hostingCustomerLoad, network.defaultLoadStep.

  • One busway for every machine, the UPS in the group. Racks, Mining Rigs, Hosting Racks, ASIC and FPGA miners that touch share one busway per owner (no more separate families); a UPS touching it charges from the surplus and covers a grid outage, up to power.upsTransferFePerTick (default 80 000 FE/t, was 2 000) per cabinet. A UPS now belongs to whoever placed it; old ones still join any group and keep their charge.

  • Why there is no power. Racks, Hosting Racks and Mining Rigs show "Power: <reason>" when they run short (nothing feeds in, connection limit reached, wallet empty, connections frozen, grid outage, site limit, feed too weak) or that a UPS carries them; Jade shows the same line. New config power.* (buffer sizes and rates; defaults equal the old values).

Changed

  • ASIC and FPGA miners run on the machine core; the owner check is the core's one: only the owner and their team press the dial and chain/algorithm buttons (the contract toggle checks itself). The panel is taller by the new rows.
  • Neighbouring machines without a cable no longer exchange Compute. Every machine needs a cable to the network; a Rack that only stood next to a consumer now shows the consumer as not connected. A machine touching cables of two networks hangs on exactly one and does not join them. Cables now show an arm to every connected neighbour (no more limit of two).
  • Machines no longer push energy down to a neighbour below them (the busway does it); the ASIC shelf still does.
  • The old compute network (ComputeNetwork) is gone; the Switch no longer limits the network by its backplane (display only).
  • Internal: the Rack, the Hosting Rack (also Server Shelf and Cabinet) and the Mining Rig now run on a shared machine core (no change in behaviour, saves, menus or buttons).

Fixed

  • A broken part file in a data pack no longer keeps the world from loading: the part is left out and the log names the file and the reason. Names are limited to 64 characters; new parts cannot use the namespace datacenter.
  • In singleplayer, leaving the world no longer empties the part catalog while the integrated server still runs.
  • config_sync only sends valid, unique category names.

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