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Patch notes · published by the developer

Patchnote #14 – Rooms, Mods per Save & Multiplayer Upgrades

On Steam

Important if you use mods: mods are now chosen per save game. Please read the "Mods per save game" section below before you load an existing save.

Data center rooms

  • Every data center expansion level now opens its own room (A–D). The rooms hold 3 / 3 / 6 / 13 racks, so the total rack limit stays the same.
  • The Servers tab groups your racks by room.
  • New Move rack button: move a rack with everything in it to another unlocked room that has a free spot. As with moving single servers, all servers in the rack must be powered off and have no running contracts.
  • New racks go into the first room with free space. Existing saves are sorted into rooms automatically when you load them.
  • Sell rack is now also available in the rack view (it was only in the card view). The shown refund now includes the switches mounted in the rack.

Mods per save game

  • Installed mods are no longer loaded into every game automatically.
  • New game: you choose which of your installed mods the save should contain. Only those are active.
  • Loading a save: it starts with exactly the mods it is bound to. If one of them is missing (not installed, not subscribed, or a different version), loading is blocked and the mod is named.
  • Adding mods later: every save has a new Mods button where you can add mods. Added mods can not be removed again: from then on you need them installed or subscribed to play that save.
  • Existing saves: the first time you load one, you pick the mods you played it with once. A wrong selection can damage your save (items, contracts or servers of missing mods get lost), so there is a warning and you have to confirm your choice.
  • Multiplayer lobbies still run with all installed mods.
  • Fixed: mod rivals, loans and insurance offers were added again every time a game started.

Multiplayer

  • Guests can now sell racks, move racks between rooms, move servers between racks and start marketing campaigns. The host checks every action and tells the guest why if it is refused.

Mod authors

  • The story campaign is not moddable: mods can't add to it or change it. Translations for story texts and contracts named "Story_..." are ignored.
  • Saves are bound to a mod's manifest Name and Version, so please keep the Name stable.

As always, thank you for the feedback and the bug reports – keep them coming on the forums and on Discord!

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