Data Center: build history

58 steps across 6 parts of the mod, from first mockup to finished build.

Server rack 42U (and doors)

The 42U rack and its door versions, from the first mockups to the finished, breakable block with power strips on the rails.

  1. Three early rack mockups: open frame, front doors, and front and rear doors 01 / 11

    First mockup

    A quick first look at three rack styles: open frame, doors on the front, and doors front and back.

  2. Racks in black, grey and blue paint with three door styles lined up in a row 02 / 11

    Second mockup

    The racks were restyled to match the game's own materials and paint, shown in black, grey and blue with the three door styles side by side.

  3. The first 42U open-frame rack model with plain side panels 03 / 11

    First rack model

    The first real 42U open-frame model. It's 1 m wide so a 2-cell server sits centred with room on the sides, but the bare side panels, drawer-like slots and busy cable combs still needed work.

  4. 42U racks with hinged perforated front and rear doors 04 / 11

    Doors added

    Front-door and front-and-rear-door versions with hinged perforated doors. The fan tray and the recessed door handle were reworked after a first review.

  5. Racks with feet, stickers and a fan tray added 05 / 11

    Feet and fan tray

    Feet, stickers and a fan tray went on the full racks. The side panels stayed plain for now because the model had hit its polygon budget.

  6. Rack side panel with a hatch, placard, coolant pipes, flow meter and vent 06 / 11

    Side detail

    Moving the side detail into its own part freed about 4,400 triangles, enough for a side hatch, a placard, coolant pipes, a flow meter and a vent.

  7. Racks split into breakable sections with damaged versions shown 07 / 11

    Breakable sections

    The racks got seam caps and their own damaged models, so the 42U rack breaks in 8 sections and the 24U rack in 4, the same way the game's own blocks do.

  8. Close view of rack side and door decals after the flicker fix 08 / 11

    Fix: flickering decals

    Decals on the rack side and where the doors meet flickered in game. They were lifted slightly off the surface to stop it.

  9. Servers seated on the rails inside the 42U rack 09 / 11

    Fix: servers fit

    Servers couldn't be placed in the rack at first. Opening up the front and back and adding a hidden 2 cm stop at the rear lets a server seat on the rails.

  10. Diagram showing the placement aim blocked by the rack's front and back 10 / 11

    Why servers wouldn't fit

    The rack's front and back were treated as solid, which boxed in the 42U slots so the placement aim never reached them.

  11. 42U rack with a containment rail, vertical power strips and a placard 11 / 11

    Rails and power strips

    Once the racks sat in the full room, they got a containment rail, vertical power strips and a plain placard.

Servers (deco and functional)

The rack servers, from the first mockup lineup to the working blades, the KVM drawer and the finished, breakable set.

  1. Labelled mockup lineup of all the rack servers, including the KVM and UPS 01 / 10

    Mockup lineup

    Every server laid out and labelled: the KVM closed and open, the UPS with a battery cell, the working blades and the decorative compute, storage, switch and blank blades.

  2. Decorative compute, storage, switch and blank server blades 02 / 10

    First decorative servers

    Compute, storage, switch and blank blades, three cells deep, with rack ears that can hang over the cell edges.

  3. Timer, event controller and status display server blades with lit faces 03 / 10

    Working blades

    Timer, event controller and status display servers with readable faces and indicator lamps. They mount in the rack without needing an open front face.

  4. The 12U UPS server with its battery cell bay 04 / 10

    The UPS

    A 12U UPS whose cell bay is modelled to match the game's battery. A second cell bay opens on the back.

  5. KVM server with its keyboard drawer pulled out and screen raised 05 / 10

    KVM drawer

    The KVM gets a pop-out keyboard drawer and flip-up screen. An On/Off toggle was added so it opens and closes when the player switches it.

  6. Servers with layered lids, a compute fan wall and switch patch cables 06 / 10

    Lids, sides and rears

    Layered lids, sides and backs on every server. The compute server gained a fan wall and the switch got patch cables.

  7. The full range of rack servers lined up side by side 07 / 10

    Full server lineup

    The whole server range side by side after the detail work.

  8. KVM drawer partway through sliding out of the server 08 / 10

    KVM opening: slide

    The KVM opens in sequence. The drawer slides out first, 0.312 m by the half-second mark, and then the lid starts to lift.

  9. KVM fully open with the drawer extended and the screen lifted to 100 degrees 09 / 10

    KVM opening: fully open

    Fully open, the drawer is out 0.45 m and the lid sits at 100 degrees. Opening takes about 2.35 s, closing 1.78 s, and a quick stow 0.6 s.

  10. Servers shown intact, dented and broken into three sections 10 / 10

    Breakable sections

    Each server now breaks in three sections (core, front and rear), with dented damaged versions kept to about twice the detail of the broken ones.

Cable trays

The overhead cable trays, from the first mockups to a full set of straights, bends, tees, crossings, reducers and drops that can break apart.

  1. Early mockup of a cable tray tee joint with cable bundles 01 / 11

    First mockup

    A quick look at how dense the trays should be, how a tee joint works and how cable bundles route through it.

  2. Mockup of trays over two rack rows with a reducer and a long drop to a half rack 02 / 11

    Reducers and long drops

    Two rack rows across a 1.5 m aisle, with a tee, a tray narrowing from full to medium, drops into full racks and a long drop down to a half rack.

  3. Plan drawings of cable bundles turning at a tee and crossing over 03 / 11

    Junction sketches

    Flat plans for how cables turn at a tee in grouped bundles, like a real tray tee, and how one run crosses over another.

  4. First 3D straight cable trays with strapped bundles in a wire basket 04 / 11

    First 3D trays

    The first straight trays with strapped data bundles in a wire basket. Painting the basket also painted the cables, and the cables looked like smooth pipes.

  5. Plan drawing of cable lanes stepping down through tray reducers 05 / 11

    Lane sketches

    Flat plans for how many cable lanes each tray width holds and how they step down through the reducers, drawn before any 3D model.

  6. Brushed metal tray basket holding twisted, coloured cable bundles with tight straps 06 / 11

    Metal basket, paintable cables

    The basket and hardware are now bare brushed metal and only the cables take paint. The cables got a proper twist, one turn every half metre, and the straps were cinched tight.

  7. Grid of cable tray tees, crosses and a crossover saddle above a rack row 07 / 11

    Tees and crossings

    Tees, four-way crosses and a crossover saddle with cable ties, laid out over a row of racks.

  8. Cables dropping from a tray over a curved guide into a rack, with ceiling rod hangers 08 / 11

    Drops and hangers

    Cables now spill down over a curved guide, pass through grommets into the rack brush plates, and the trays hang from ceiling rods.

  9. Cable trays with end caps fitted and smoothly shaded twisted cables 09 / 11

    End caps and smoothing

    End caps on 34 of the 38 pieces, a tie where a branch splits off, and smoother shading on the twisted cables so they stop showing stripes.

  10. Finished overhead tray run with cable drops into a row of racks 10 / 11

    Mockup matched

    The finished tray run shot from the same angle as the earlier mockup, with drops feeding into a row of racks.

  11. Cable tray pieces shown intact, damaged and broken into sections 11 / 11

    Breakable sections

    All 34 breakable tray pieces split into 2 to 4 sections and have damaged versions. They're structural, so no single hit takes one out.

Room: floor, containment and doors

The raised floor, aisle roof panels and sliding aisle doors, from the first mockups to a finished hall with enclosed aisles.

  1. Early mockup of a glass-enclosed aisle beside a cooling unit and a KVM terminal 01 / 09

    First mockup

    Glass aisle walls and doors next to a cooling unit and a KVM terminal, in the very first mockup.

  2. Mockup aisle with stencilled markings, hazard-striped door edges and neutral lighting 02 / 09

    Restyled aisle mockup

    The same aisle restyled with the game's own stencils, hazard stripes on the door edges and neutral lighting.

  3. Test room layouts with rack rows and aisles of different widths 03 / 09

    Room layouts

    Test rooms with 1.0, 1.5 and 2.0 m aisles in hot and cold versions, put together from existing pieces before any new parts were made.

  4. Solid and perforated raised floor tiles on pedestals 04 / 09

    Raised floor

    Solid and perforated floor tiles on pedestals. They break in two sections, the deck and the frame underneath.

  5. Frosted aisle roof panels with LED light strips above rack rows 05 / 09

    Aisle roof

    Frosted roof panels with LED light strips that clamp onto the rack rails. The glass and the frame break separately.

  6. Glass sliding aisle doors sliding into side pockets 06 / 09

    Sliding doors

    Glass sliding doors that tuck into side pockets and only block you when closed. The door breaks in 8 sections.

  7. View of the sliding door from inside an enclosed cold aisle 07 / 09

    Door from inside

    The sliding door seen from inside an enclosed cold aisle.

  8. Enclosed aisle with clear stencils and tidy joints between floor, roof and doors 08 / 09

    Fix: flicker and labels

    Flickering surfaces and hard-to-read stencils were fixed, aisle labels were tidied up, and the joints between floor, roof and doors were lined up.

  9. Cold aisle in the finished data center hall with two enclosed aisles 09 / 09

    The finished hall

    A cold aisle in the finished hall with two enclosed aisles.

Room: CRAC, PDU and signs

The in-row cooling unit, power cabinet, rack power strips and aisle signs, from the first mockup to the finished hall.

  1. Early mockup of a power cabinet with breakers and an emergency stop beside an aisle door 01 / 08

    First mockup

    A power cabinet with breakers and an emergency stop, standing next to the aisle door.

  2. In-row cooling unit with three fans and a RUN lamp 02 / 08

    Cooling unit

    The in-row cooling unit draws power and has an On/Off switch. Its three fans spin up over 2 seconds, a RUN lamp lights, and it breaks in 9 sections.

  3. Wall aisle sign, hanging aisle sign and rack label with editable screens 03 / 08

    Signs

    A wall aisle sign, a hanging aisle sign and a rack label, each with a screen you can type your own text on.

  4. Rack labels and hanging aisle signs along a cold aisle 04 / 08

    Signs along an aisle

    Rack labels and hanging aisle signs lined up along a cold aisle.

  5. Power cabinet with two breaker columns and a Feed A/B plate 05 / 08

    Power cabinet

    A power cabinet with two columns of breakers and a Feed A/B plate. The rack power strips came with it, and the two break in 3 and 2 sections.

  6. Cooling unit with two capped service ports and a rear filter bank 06 / 08

    Service ports

    Two capped oxygen and coolant ports built from the game's small conveyor port, plus a filter bank on the back.

  7. Cooling unit standing in a row of racks 07 / 08

    Cooler among the racks

    The cooling unit set into a rack row, next to racks with their plain placards.

  8. Close-up of the cooling unit's top plate and controller 08 / 08

    Controls close-up

    A close look at the cooling unit's top plate and controller in the finished hall.

Whole hall / hero shots

Views down the aisle at each step, from the first mockups to the finished two-aisle hall.

  1. Early mockup looking down a rack aisle with overhead trays and glass doors at the end 01 / 09

    First mockup

    The first look down an aisle, with cable trays overhead and glass doors at the far end.

  2. Mockup aisle with black racks, armoured corner caps and stencilled markings 02 / 09

    Restyled mockup

    The same view restyled with black paint, armoured corner caps, the game's own stencils and neutral lighting.

  3. Racks with open doors, a pulled-out KVM and a lit UPS on a stand-in floor 03 / 09

    First real blocks

    The first shot using the actual blocks: racks with doors open, the KVM pulled out and the UPS lit, on a stand-in floor.

  4. Enclosed cold aisle 1.5 m wide between two rack rows 04 / 09

    First room

    The first test room, an enclosed cold aisle 1.5 m wide.

  5. Cable tray runs and drops above a rack aisle 05 / 09

    Trays over the aisle

    Cable tray runs and drops above a rack aisle.

  6. Overhead view of cable trays, drops and racks in a room 06 / 09

    From above

    Looking down on the trays, cable drops and racks in a room.

  7. View down an enclosed aisle with cooling units and doors at the far end 07 / 09

    The finished hall

    Down an enclosed aisle, with cooling units and doors at the end.

  8. Overhead view of the finished data center hall with two aisles 08 / 09

    Finished hall from above

    The finished two-aisle hall seen from above.

  9. Two aisle doors from outside with hot and cold aisle signs 09 / 09

    Aisle doors outside

    Both aisle doors seen from outside, marked with hot and cold aisle signs.

Where Data Center goes next: the roadmap →