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Patch notes · published by the developer

Patchnote #12 - Hardware, Networking & Resilience

On Steam

This is a big one, and it is built almost entirely on your suggestions from the Steam discussions – thank you! Your data center now has real hardware to configure, a real network to wire up, and real things that can go wrong (and ways to prepare for them).

Highlights

  • Server configurator with multiple drives and RAID
  • Mainboards, multi-socket CPUs, RAM slots, GPUs and power supplies
  • Tower servers that stand on the data center floor
  • A full network: switches, IPv4 ranges, upstream links, redundancy
  • Customers who demand RAID, redundant links, emergency power and more
  • Cooling, emergency power and a security appliance for your facility
  • Inventory with resale values, new statistics and reputation perks
  • Save backups you can restore from the main menu

Server hardware

  • Server configurator – every chassis in the shop has a new "Configure" button: pick CPU, RAM, network card, drives, mainboard, power supply and more. The normal "Buy" button is still there.
  • Multiple drives & RAID – JBOD, RAID 1, 5, 6 and 10. A failed drive no longer always takes the server down: with RAID the server keeps running degraded until you swap the drive – wait too long and a second drive can die.
  • Mainboards – five models (B-100 to B-500) decide which CPU sockets / RAM generation, how many processors, RAM slots, PCIe slots and drives a server can take, and the fastest network card it supports. Newer boards also take older parts. Swapping a board replaces incompatible parts automatically.
  • Multi-socket CPUs & RAM slots – cores and memory are now part size × count, and the chassis limit applies to the total.
  • Power supplies – five tiers from 400 W to 8000 W. The capacity limits how much hardware a server can carry, the efficiency changes your electricity bill. A second (redundant) supply survives a PSU failure.
  • GPUs – four accelerator cards that need a PCIe slot. Servers with GPUs earn up to +100% on AI, mining, research, analytics and 4K streaming contracts.
  • Tower servers – Mini, Mid and Max towers stand on the new floor space of your data center (2 / 4 / 8 / 14 spots depending on DC level) instead of in a rack. They run a bit hotter. Singleplayer only.
  • Drive wear (SMART) – drives wear out with age and fail more often when worn. Replace them before they fail, or buy a hot spare that takes over automatically and rebuilds your array.
  • Dynamic power draw – servers idle at about half their maximum power and draw more under load. Power is shown in watts per server and in total, with an overview under Finance → Energy. (Balance note: idle servers are now cheaper than before.)

Networking

  • Switches – six models with different port counts, port speeds and uplinks. Every new rack comes with a basic switch; buy more in the network manager.
  • Configurable topology – chain switches (access → aggregation → core). A contract's traffic has to fit through every uplink up to your ISP.
  • IPv4 addresses – real address ranges (a /29 is included, rent or buy bigger ones up to /24). Every server needs one address and one switch port.
  • Upstream link – from 1 Gbit/s up to 6.4 Tbit/s, with a fixed fee per tick.
  • Transit plans – pay-as-you-go, volume and flat-rate. Volume and flat-rate now bill the 95th percentile, so short traffic spikes cost nothing.
  • Redundancy – give servers a second link on another switch, give switches a second uplink, or order a backup ISP link. Switches can fail, and so can your provider.
  • Everything shows up in the cost breakdown. Multiplayer does not use the network system.

Reliability & facility

  • Customer requirements – large data contracts want RAID, high-paying ones want a redundant network path, government contracts want everything plus emergency power and a second power supply. Offers show what you have (✓) and what is missing (✗); contracts that are already running are never affected.
  • New "Facility" tab (Finance) – Cooling (up to 22% cooler; hot servers fail more often), Emergency power (UPS and generator absorb power outages) and a Security appliance (up to 90% less DDoS damage, but its throughput limits your upstream).
  • New events – power supply failure and upstream outage. Redundancy and backups decide whether you notice.
  • Early warnings – new alarms for servers without an IP or without connection, an empty IP pool, a nearly full upstream, degraded RAID, worn drives and failed switches.

Economy & statistics

  • Inventory – new button in the Servers panel: every server with age, new price, remaining value and sale proceeds. Value drops 3% per day (down to 30%); selling pays half of the remaining value including all installed parts.
  • Statistics – history charts for power, traffic and reputation, profitability of every server, and a log of what changed your reputation.
  • Reputation perks – on top of the income bonus: discounts on transit and upstream (up to 15%) and on loan interest and insurance premiums (up to 25%).
  • Marketing – new shop tab with three ad campaigns that bring more contract offers for a while.
  • More contracts – offers arrive more often, the list is longer, and new offers fit your currently free capacity more often. A new overview at the top of the Contracts panel shows how much CPU / RAM / network / storage is still free.

Quality of life

  • Rack view – the new 2D rack view is now the default (switch back to cards any time): servers as blocks with status LEDs, drive bays, load bars, power, IP and switch.
  • Sell empty racks and move servers between racks.
  • "Server rooms" are now "DC levels" (DC Level 1–4) – purely cosmetic, to avoid confusion.
  • Game speed – ×2 is available from the start, ×5 from 5 servers. Locked buttons now tell you why.
  • Fire staff with a confirmation click.
  • Save backups – the game keeps rotating copies of your saves. In the main menu, every slot has a "Backups" button to restore automatic copies, saves from before a format change, damaged saves and even deleted saves.

Modding

  • Mods can add mainboards, switch models and tower chassis. ModSDK 1.3.0 documents it; the Mod Creator has new tabs for all three.
  • Mod chassis now get their default parts and can be found again when loading a save.

Fixes & stability

  • Reputation was never saved – every loaded game dropped back to "Unknown". It is now saved (old saves get an estimate based on completed contracts).
  • Fixed crashes and freezes when clicking very fast or rushing through the tutorial: the UI is refreshed at most once per frame, one failing listener can no longer abort a whole tick, and the game now waits for the tutorial before it starts.

Existing saves


Saves from earlier versions are converted automatically when you load them – nothing is lost and nothing gets worse. Every server gets a matching mainboard and power supply, every rack gets a switch, every server gets a connection and an address, and the ISP uplink is sized to your current traffic. Your original file is kept as a backup next to the save (and shows up under "Backups" in the main menu).

Note: the advanced hardware rules (boards, network, facility, requirements) are Singleplayer-only for now; Multiplayer is unchanged.

Thank you for all your feedback – keep the suggestions coming, and have fun building!

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