This patch fixes 30 reported bugs across racks, cabling, movement and customers. New zones stay closed to customers until you open them, and customers settle down after an outage.
Added
- Each availability zone has an Open to customers switch on the Relocate page. A zone you buy starts closed, so customers do not expect a share of it until you open it.
Changed
- Cosmetic mods join a save you already started. A pack that only changes looks or sound applies on your next load. Gameplay packs stay with their original save, and loading names any it left out.
Fixed
Racks and cabling
- Wall racks seat gear on true 1U spacing. Devices no longer clip through the bottom of the cabinet, and racked firewalls sit flush with the rail.
- Firewalls no longer draw a stray square off their back. The power inlets and bezel sit on the chassis itself.
- Picking a device from the back of a rack selects the one you aim at. Before, it took the device one U below, including shelf switches and deep appliances.
- Clicking an empty rack slot works the same as pressing E. Before, a click on the bottom slots did nothing.
- Mounting a rack in a busy colo no longer freezes the game a moment later. The pause ran about half a second.
- Breakout cables on short runs fan out of the connector in a smooth curve. They no longer kink off the trunk.
- Aiming at a full cable manager slot turns the reticle red. The game refuses the clip and says the lane is full, instead of drawing the cable there and moving it when you finish.
- A link aggregation between two switches through a patch panel comes up. The far switch no longer shuts its ports as if the cable formed a loop.
Moving around
- You no longer snag on walls. You slide along interior and exterior walls, and you no longer need Unstuck after brushing one.
- Desks, chairs and the colo mezzanine stairs are solid. You can no longer walk through them, and they block what you can aim at behind them.
- The NOC wall screens can no longer be used from behind the NOC's back wall. Props in front of a screen block it too.
- Setting something down against a wall or a rack keeps it out of the wall or cabinet. It lands in front of you on open floor.
Customers and status
- A switch whose uplink is full now says so, with the uplink's load and limit. It no longer shows Saturated beside a nearly idle backplane.
- A spare switch carrying only standby links no longer makes a tenant read as partitioned. The tenant follows the switch its traffic actually uses.
- Isolating a storage tenant onto fewer hosts than its bucket spans now works. The bucket moves onto the dedicated hosts, and the game warns you that it is under-replicated.
- A service whose control plane has outgrown its host says so on the tenant's card. Before, the card claimed the VMs or database would be placed on the next pass.
- Customers stop complaining about lag once an outage is over. A tenant that normally runs close to its latency budget now clears the alert, and an unhappy customer's mood recovers while their service stays healthy.
- Customers an outage moved onto fewer machines spread back out on their own. When the failed switch, host or zone comes back, the game moves their VMs back, so they can leave probation.
- GPU and mainframe customers only count zones that can run their work. Racking any server in a new zone no longer puts them on probation for a zone they could never be placed in.
- Demand surges count as capacity requests. Auto-approve grants them within the same limit as growth requests, and the Requests page lists every customer request with Approve and Refuse.
Interface and codex
- One controller button can be both Interact and Menu confirm. Rebinding one no longer strips the button from the other, so you can still cable and rack. Buttons stay unique within one kind of action.
- The rack info panel and codex articles stay on screen at larger UI scales. The rack panel also has a close button, so you can shut it on the Steam Deck.
- The codex lists the Everyday Server at 400 W. That matches the shop and what the server draws in game.
- The codex latency budget article states the real alert rule. A warning starts at 75 percent of the budget, and recovery needs p99 under 67.5 percent with failed requests back near normal.
- Tab switches between plain and engineering names only when pressed alone. Ctrl, Alt or Shift with Tab no longer flips it, and shop search finds an item by either name or its SKU.
- The flood protection quest highlights the Flood protection page. It pointed you at Security before.
Notes
- Save compatibility. The save version is now 60. v0.1.79 opens v0.1.78 saves with your zones open, but v0.1.78 cannot open a v0.1.79 save. Items stuck inside a wall or cabinet stay put.
- Load once to heal. Customers an earlier outage left on fewer machines start spreading back out when you load. You see the moves in the migration queue, with no downtime.
- Version lock. The game and its server now speak protocol 75. A v0.1.78 player cannot join a v0.1.79 world, or the reverse.
- Cosmetic mods in multiplayer. A cosmetic pack that joins a hosted world becomes one that joiners need installed.
- HTTP API fields added. `SwitchView.trunk_capacity_gbps` is the switch's uplink capacity, and `saturated` judges that uplink, not the backplane. `RackView.full_strip_bands` lists the cable manager bands that are full. `AzView.open_to_customers` says whether a zone counts for customers.
- The mod API is v1alpha1 minor 2. Mods see the new fields and zones gain `open_to_customers`. Scenario tuning gains `incident_p99_recover_frac`. Mods built for minor 1 keep loading unchanged.
- Script mods run on Wasmtime 49.0.5. It fixes three security advisories. Your mods run the same as before, and saves that use them load without a warning.