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Create Deep Seas [BETA]

Submarine and boat in Create Aeronautics!

Автор: MaxCreateMC613,3 тыс.276обновлён 22 окт. 2026 г.
Механики игрыТехнологииГенерация мира

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About Create: Deep Seas [BETA]

Create: Deep Seas (also known as Create Submarine) expands on the systems of Create and the Sable physics engine to enable players to build, pilot, and survive in fully functional, physics-based submarines.

The mod is divided into three parts:

These are three different mods, but they are all INCLUDED in the main mod.

logo Create deep Seas

- Deep Seas, which offer a pressure system, oxygen supply, and everything else related to submarines.

logo Create deep Seas

- High Seas, contains everything related to boats!

logo Create deep Seas

- The Abyss, a future biome/dimension containing creatures and structures, providing a real purpose for building and improving submarines.

Spoiler

Vortex Engine!

logo Vortex Engine

In order to get rid of Veil for the alarm lights, which breaks many mods and causes quite a few rendering issues, we decided to create a lighting engine that works seamlessly with Sodium and Iris; it produces stunning lighting and light diffusion in the water.

Spoiler

example

HIGHLY recommended mod

Compatibility with Iris

  • As of version 3.4.1, the mod officially supports Photon, BSL, Bliss, and Complementary shaders.

Dependencies

Mod Supported

Credits

  • Developers: MaxCreateMC, Cogfly, Zinc Studios
  • Music: Caner Crebes, KANDELWICK
  • Contributor: T418, Soub, Tormi, Mruranium, xamelo
  • Artist: Marume, RandomePigeon, Funado, Myxma, Mr.Dark, Name, air_conditioning2
  • Alpha Testers: Gothci, Myxma, sant, qkback, Kuko, Tormi, Plasmori, Deron4iik,

Галерея

Copper submarineSubmarin Iron lungSubmarin Iron lung destroy by pressureCredit for autismtic

Последние версии

Все версии →
beta

Create Deep Seas [BETA] 3.4.5

3.4.5
22 окт. 2026 г.11,9 тыс.Minecraft: 1.21.1neoforge
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# Changelog ## [3.4.5] ### Changes - The hulls of submarines and boats now stop the coloured light of the Vortex Engine, the Sonar's included, instead of letting it shine through; glass still lets it through - Stained glass and stained glass panes now tint the coloured light of the Vortex Engine passing through them, in the world and in ship hulls, and Tinted Glass blocks it like Minecraft's light - Glass, water, ice and other see-through blocks now catch the coloured light of the Vortex Engine on their surface - Added Light From Every Block to the Vortex Engine video settings (`allBlocks`, off by default): torches, lanterns, Sea Lanterns and the glowing blocks of other mods cast coloured light again - The coloured light of the Vortex Engine now keeps the colour of its source: a white light lights in white instead of drifting towards pink or another tint - The colour of a glowing block is now read from every texture of its model and taken from its brightest and most common colour, so a Campfire lights in yellow-orange instead of the pale colour of its logs, and a Soul Campfire in cyan ### Bug Fixes - Fixed the depth on the Onboard Computer getting stuck around 400 m; below that depth the hull also never felt more than 400 m of water (#126) - Fixed the sea around a ship with a dry hold losing water for good: flowing water near the hull drained itself, leaving holes in the water behind moving boats and blue cubes around a breached hull. Holes left in existing worlds fill up again when the water next to them updates (#126, #124) - Fixed blocks of light from dynamic light mods leaving a trail behind moving ships (#124) - Fixed a broken Onboard Computer leaving its screen floating in the air after leaving and re-entering the area, and an old copy of the computer drawing a wrong depth and a shifted ship diagram over the real one (#124) - Fixed a crash when the Onboard Computer drew the diagram of a ship with a 2×2 Submarine Propeller (#121) - Fixed the Vortex Engine pixel light style failing to load on NVIDIA graphics cards (#125) - Fixed a thick greenish water fog covering the whole world with Complementary, BSL, Bliss or Photon on graphics cards with few texture units, since 3.4.2 - Fixed players being crushed instantly while swimming up a waterfall, and ships counting a waterfall above them as hundreds of metres of water: falling water no longer adds to the depth, only still water does - Added the `diverPressure` server option to turn off the pressure damage on players ### Removed - The Vortex Engine only lights from blocks for now: removed the bioluminescent wakes behind swimming mobs and players (`wakeStyle`), the light of the Submarine Staff held in hand, and the light of single glowing blocks thrown around as physics objects
beta

Create Deep Seas [BETA] 3.4.4

3.4.4
18 окт. 2026 г.19,9 тыс.Minecraft: 1.21.1neoforge
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# Changelog ## [3.4.4] ### Changes - The Vortex Engine now only lights the blocks of Create Deep Seas, Create High Seas and Create Abyss, and the moving lights of the Sonar and the Industrial Alarm. Vanilla blocks and blocks from other mods (torches, lanterns, Sea Lanterns, Power Grid lights and the rest) keep plain Minecraft light, which removes most of the engine's cost in a normal world - The Vortex Engine only spreads light around the light sources instead of through its whole 128 block volume, no longer rebuilds and uploads its block grid while no light of the mod, moving light or water is around, and only builds the bloom when bloom is on ### Bug Fixes - Fixed the Vortex Engine keeping the graphics card busy with no light or water around, for example in a flat world: the light spreading stops when no glowing block is near, and the caustics, plankton and their full-screen passes only run under water
beta

Create Deep Seas [BETA] 3.4.3

3.4.3
18 окт. 2026 г.1,8 тыс.Minecraft: 1.21.1neoforge
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# Changelog ## [3.4.3] ### Changes - Halved the brightness of glowing blocks in the Vortex Engine (torches, lanterns, Sea Lanterns, Magma Blocks and the rest), in every light style; the new Light Brightness setting (Vortex Engine video settings, `brightness`, 10 to 200%) tunes it. Also added Light Reach, Light Saturation, Animated Lights, Bloom Strength, Glow in Water and Sunlight Under Water to the same settings ### Bug Fixes - Fixed the vanilla light style of the Vortex Engine flashing in steps around torches, fire and glowing plants: lights now stay steady in that style - The photosensitive mode texts no longer mention the old Veil lights
alpha

ALPHA-3 Create Deep Seas [BETA] 3.4.2

3.4.2
18 окт. 2026 г.1,3 тыс.Minecraft: 1.21.1neoforge
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# Changelog ## [3.4.2] ### Changes - The billowing sails under Iris shader packs can be switched off in the video settings (High Seas page) ### Bug Fixes - Fixed Iris turning off heavy shader packs such as IterationRP on GPUs with few texture units since 3.4.0: the hull culling now only takes texture units in the programs that use it, and steps aside when the pack needs them all (#119) - Fixed Vortex lights fading out unevenly at the edge of the fog on some graphics drivers - Fixed blocks near a sail bending with it under shader packs whose terrain programs have no texture coordinates - Closing a sonar screen no longer leaves its terrain scan running in the background - Fixed a removed ship's hull analysis being cached again when it finished after the ship was gone
alpha

Alpha-2 Create Deep Seas [BETA] 3.4.1

3.4.1
17 окт. 2026 г.6,5 тыс.Minecraft: 1.21.1neoforge
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# Changelog ## [3.4.1] ### New Content - Added the Vortex Engine, a client renderer for coloured light, set up in the video settings or in `create_submarine-vortex.toml`; it turns itself off while an Iris shader pack is in use - Create Deep Seas, Create High Seas and the Vortex Engine now each have their own entry with their logo in the video settings, under Sodium's, holding every graphics option of the mod - Glowing blocks now cast coloured light in a colour taken from their texture, or set in `assets/<namespace>/vortex/glow/*.json` - The Sonar beams, the Industrial Alarm and the Submarine Staff now light their surroundings through the Vortex Engine - Added five light styles (volumes, flood, vanilla, hybrid, pixel), switched in game with `/vortex style light` - Added sun shafts and caustics under the water, glow fog around lights and lamp beams through the water - Added glowing plankton or marine snow in the water, and bioluminescent wakes behind swimming mobs - Added `/vortex mist` to place drifting mist lit by the coloured lights - Added `/vortex profiler` to write a render report to `vortex-profiles/` - Sails on ships now billow and furl under Iris shader packs too (Photon, Complementary, BSL, Bliss, Rethinking Voxels), with the `shaderpackSails` client option to draw them flat ### Changes - Toned down the light of Sea Lanterns and Sea Pickles and raised the light of Magma Blocks in the Vortex Engine - Ballast Tanks, Oxygen Diffusers, Water Thrusters and Electrolyzers no longer send an update to nearby players on every tick while they run - Progressive flooding now sends one update per ship and per tick instead of one per broken block - An imploding compartment now sends at most 256 smoke particles instead of one per cell - The hull shape analysis now runs at low priority so it never competes with the game - The experimental Realistic pressure model uses the updated structural solver: stresses are calibrated against a uniform pressure test, glass, obsidian, amethyst, calcite and terracotta crack under tension instead of crushing, slabs, stairs and other partial blocks only bond to the neighbours they really touch, and the solve converges much faster. A single-walled 9×7×25 iron hull still holds about 200 m; small hulls hold a bit less than before and long ones a bit more ### Bug Fixes - Fixed leaves decaying on intact trees since 3.4.0 (#114, #118) - Fixed every block mining slower, and netherrack, blackstone and basalt dropping nothing, since 3.4.0 (#115, #117) - Fixed the `logs`, `logs_that_burn` and `mineable` tags failing to load because of Create Abyss blocks missing from the release (#116) - Fixed loot table errors for Create Abyss blocks in the log - Fixed ship checks loading or generating chunks, which could freeze a server and create chunks far outside the world (#108) - Fixed server lag with many boats or submarines with dry holds loaded; block lookups now only check the ships nearby (#112) - Fixed the hull shape analysis of large ships restarting over and over instead of finishing - Fixed block light updates staying slower after a ship's failed lights were replaced - Fixed the sonar keeping an old picture of the terrain for up to 10 seconds while the ship stood still ### Removed - Removed the Veil coloured lights and the `veilLights` client option, replaced by the Vortex Engine
alpha

Create Deep Seas [BETA] ALPHA 3.4.0

3.4.0
16 окт. 2026 г.7,8 тыс.Minecraft: 1.21.1neoforge
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# Create Deep Seas ALPHA 3.4.0 ## New - Pressure models (`pressureModel`): Classic, Hybrid (default, depth scaled by hull shape) and Realistic (experimental structural solver) - Girder Beams: Metal Girders between two hull blocks reinforce the hull (+60%), take the load, shake for 4 s then blow out and leave a weakened area - Pressure Goggles: red-lens goggles showing a pressure colour map on ships (Absolute / Distribution / Off) - Liquid density (`liquidDensities`): lava presses 3× harder, depth measured in any liquid - Burning hulls: flammable hull blocks touching lava catch fire (`lavaBurnsHull`) - Custom alarm sounds: `.ogg` files from `config/create_submarine/alarms`, sounding/pause timing, volume, "faster in danger" toggle; sent by the server to players - `/submarine repair` for operators - Deep Seas config button in the pause menu and title screen - Oxygen Diffuser accepts any fluid in `#c:oxygen` - Anchor recipe - Seaglide flight with an elytra (`seaglideFlightSpeed`) - Music disc "KANDELWICK - Hidden Between Fluent Waters" (rare loot or crafted, gives Water Breathing nearby) - Fore-and-aft and triangular sails (diagonal cut on 45° staircase edges) - Halyards: rope + Rope Winch to raise, reef and lower sails, one or two lines per sail - Sail and Rudder Ponders (new High Seas category) - Diving Chestplate and Diving Leggings (full Copper Diving Suit with Create's helmet and boots) - Diving Chestplate lets the helmet breathe from a Copper Backtank in the inventory - Diver pressure: damage past 120 m (280 m in full suit), death 60 m past the limit, screen and sound effects, Slowness, 90% warning, depth HUD - Docked submarines follow the ballast of a single Onboard Computer (`DOCKED · LEADING` / `FOLLOWING`) - Iris shader pack support: pixel-perfect hull culling, sea fog behind windows for Photon, Complementary, Rethinking Voxels, BSL and Bliss ## Changes - Welcome screen removed; photosensitivity screen has a "More settings" button - Lithostitched no longer bundled (only needed for deeper oceans) - Sodium required on the client - High Seas sail renamed Ship Sail - Sails work out of the water (airships, ships on land) - Sails push along the keel; `sailUpwindEfficiency` default 0.1 - Water culling works in every liquid - Pump Controllers scale with big ballasts when run by an Onboard Computer - Credits in the Mods screen - Create's Copper Diving Helmet and Boots moved to the Deep Seas section - Floater moved to the High Seas section - On submarines, stairs, slabs, doors, trapdoors, fences, walls, panes, bars and ladders only leak where their shape leaves a gap - Compat mixins reorganised into one folder per mod ## Fixes - Crash on GPUs without OpenGL 4.0 tessellation (#89) - Freeze on join with large ships and FPS drop near sealed hulls (#91, #86) - Rafts sailing backwards - Water showing through partial blocks in a hull - Lag with large boats - Water patches in a boat with a broken rim - Frame time near sealed ships - Boat Engine, Anchor, Buoy and Decompression Chamber dropping nothing; Decompression Chamber and Oar recipes added - Implosion camera shake missing or cut short - Server lag from large ships (#98) - Duplication with the Oxygen Diffuser and the Electrolyzer (#99) - Floater FPS drop (#102) - Barometer Display Link overlap (#95) - Ballast Vents with pipe mods (#94) - Thick hulls showing no safe depth and never cracking - Startup crash with Dark Around Me - Boats capsizing under tall masts (`selfRighting`) - Boat Engine fuel duplication - Onboard Computer screen clicks breaking the block behind - Sonar screen frame drops - Repaired compartments staying flooded - Stacked sails billowing wrong - Onboard Computer overshooting its target depth - Boat Engine helm on dedicated servers (#108) - Onboard Computer clicks with a Vista TV on screen - Dedicated servers running out of memory with many ships (#112) - Crash with Create: Radars when hull block entities reference missing classes ## Removed - Furling sails by hand (use a halyard) - Water wheel propulsion on ships
release

Create Deep Seas 3.3.0

3.3.0
2 окт. 2026 г.86 тыс.Minecraft: 1.21.1neoforge
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# Changelog ## Latest bug fix in the "experimental" branch ## [3.3.0] ### Bug Fixes - **FPS Drop on Fast Sealed Ships:** A ship with a working oxygen system (or any boat with a dry hold) made the client rebuild every chunk section around it each time it moved, so at cruising speed (around 1 m/s and up) the chunks were rebuilt several times a second and the frame rate collapsed. Those rebuilds only matter with Sodium, where they hide world blocks such as kelp caught inside the hull; the sea itself is hidden per pixel. Without Sodium they are now skipped entirely, and with Sodium only the sections that actually hold something besides air and water are rebuilt, so sailing through open water costs nothing. - **Holes Left in the Sea After Joining (Sodium):** For the first frames after joining a world, before the pixel-perfect water culling is ready, Sodium builds the chunks with the block-by-block fallback, which removes the water blocks under a ship. Once the ship sailed away, those sea-only chunks were never rebuilt and kept a ship-shaped hole showing the sea floor. Every chunk section where the fallback removed water is now remembered and rebuilt as soon as the pixel-perfect culling takes over. - **Boat Engine Shift Placement:** Placing a Boat Engine while sneaking now flips it, like Create's directional blocks and the Submarine Propeller.
release

Create Deep Seas 3.2.0

3.2.0
2 окт. 2026 г.1,3 тыс.Minecraft: 1.21.1neoforge
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# Changelog ## [3.2.0] ### Changes - **Progressive Flooding Is Now Optional (off by default):** Progressive flooding placed real water blocks inside ships, and that water leaked through closed doors, trapdoors, slabs, stairs, Create machines and casings, while breaking a hull block that touched the sea left broken water artifacts instead of letting the sea in. It is now an experimental server option, `progressiveFlooding` (in the experimental section, off by default). With it off, a breach works like before 3.0.0: as soon as a hull block below the waterline is gone, the sea fills the whole room at once and its water culling turns off. - **Submarines:** a broken hull block no longer leaves a "plug" that keeps the room sealed; the room opens to the sea straight away. Breaches saved by the progressive mode are ignored while it is off. - **Boats:** a hold with any opening that sits in the sea (a missing hull block, an open trapdoor, a gap in the floor) counts as flooded: the sea shows inside it and it stops giving lift. Plugging the hole makes it dry again. ### Bug Fixes - **Sea Showing Around Seats on Low Rafts:** A partial block in a hold (a Create seat, a slab, stairs) was only culled when every open side of it faced into the ship. A seat's open top faces the sky above the railing, so its cell was left out of the water culling, and on a raft low enough for the sea level to cross that cell the sea showed through the hole and cast blue sheets behind the seat. A partial block is now only left out when one of its open sides actually touches the sea. - **Stutter Inside Oxygenated Submarines:** Every time a sealed ship moved by a tenth of a block, the client rebuilt every chunk section around it so that world blocks caught inside the hull (kelp, seagrass) could be hidden. A submarine holding its depth or drifting gently crosses that threshold all the time, which gave a regular frame-time spike as long as you were aboard. With the pixel-perfect water culling active the sea is already hidden per pixel, so the chunks are now only rebuilt after half a block of movement again; the fine threshold is kept for the block-by-block fallback. - **Startup Warnings Without Optional Mods:** The compatibility mixins for Copycats+, Sodium, Iris and Distant Horizons were always registered, so without those mods Mixin still tried to load their target classes and printed "Error loading class" warnings at every startup, which looked like a missing dependency (issue #87). A mixin config plugin now drops those mixins before their targets are looked up when the matching mod is not installed. - **Water Staying After Breaking a Block:** Swapping a partial block for air or another partial block does not change whether the hull is sealed, so the water culling was never rebuilt and the old hole stayed. The culling is now rebuilt on the client whenever a block of the ship is replaced by another block (state changes such as a machine turning on are ignored).
release

Create Deep Seas 3.1.0

3.1.0
2 окт. 2026 г.1,2 тыс.Minecraft: 1.21.1neoforge
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# Changelog ## [3.1.0] - Hotfix ### Bug Fixes - **Triangle Holes in the Water Around Boats:** A boat's hold was any space boxed in by walls on all four sides, even with no floor under it. A hull without a bottom, a moon pool or any open well in the middle of a ship was treated as a dry hold, and its water culling cut the sea into triangles: the sea floor showed through in some places, the water stayed in others. A cell now only counts as hold when there is a hull block somewhere below it in its column. - **"Batching sections" Crash With Ballast Tanks:** To pick its connected texture, a Ballast Tank walked its whole layer (up to 512 tanks) to check whether it formed a full rectangle. The chunk builder only hands out the blocks of the section being built plus one chunk around it, so a wide ballast layer, or one sitting near a chunk border, read past that area and crashed the game while building the chunk. The search now stays within 16 blocks of the tank, the area the chunk builder always provides; anything larger is treated as a full layer. - **World Freezing on Join With a Submarine:** In singleplayer the client and the integrated server share the hull strength cache. When a world with a submarine was opened, the client cleared that cache to apply the synced hull values while the server thread was filling it for the submarine's pressure check, on a plain `HashMap`. Two threads writing the same map can corrupt it and lock the game up for good. The cache and the hull value table are now thread-safe. - **Onboard Computer FPS Drop:** The side-view blueprint of the ship on the computer screen was redrawn ten times a second. Each redraw renders the whole ship again, with its block entities, the entities on board and the outline pass, which cost up to half the frame rate while the screen was in view. The blueprint is now only redrawn when a block of the ship changes (at most twice a second), and every ten seconds otherwise. - **Water Cubes Around Waterlogged Blocks:** Seagrass, kelp, waterlogged stairs and any other waterlogged block in a hold or a submarine was cut out of the water culling, so the sea showed through a hole around it as a strangely sliced water cube. Only real water blocks are left out now; waterlogged blocks are culled like the rest of the hull.
release

Create Deep Seas 3.0.0

3.0.0
2 окт. 2026 г.1,6 тыс.Minecraft: 1.21.1neoforge
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# Create: Deep Seas 3.0.0 & Create: High Seas 0.1.1 The biggest update so far. Boats get a mod of their own, ships flood and sink for real, the deep sea can crush your hull, and submarines get a computer, a sonar and an autopilot. The full technical list is in `changelog.md`. This is the player version. **Read the Heads-up at the bottom before updating.** Some old blocks are gone and the config has moved. --- ## ⛵ Create: High Seas (new companion mod) - **Living wind:** it shifts direction and strength over time, gusts, blows harder in rain and thunderstorms, and is blocked by the terrain around you. - **Sails:** a new Sail block in 16 colours (right-click with a dye). Each sail pushes where its canvas faces, so you trim your sails to the wind. You can still beat upwind, just slower. - The canvas really billows in the wind, bulging away from it and flipping when the wind changes side. - Right-click a sail to roll it up with an animation. A furled sail stops pushing and stops colliding. - Sails on a Swivel Bearing push the ship too. - **Realistic speed:** a ship's cruising speed grows with its hull length and drops if it carries too little canvas. A rigged raft does about 8 m/s; ships from 13 blocks long reach 14 m/s. Light boats can no longer be launched into a wall. - **Boat Engine:** - runs on fuel, refuelled from its own menu (lava buckets give the bucket back); - has idle and running sounds and exhaust smoke; - won't start if its propeller is blocked; - from the helm, hold right-click and move the mouse to set the top speed from 0 to 15. - **Helm & Rudder** to steer, with a proper seated pose. - **Anchor on a Steel Cable:** it hangs light and pins the ship with a full ton once it touches the bottom. The winch gives a redstone signal when the anchor is grounded. - **Oars:** rowing with animations, including from a buoy seat. - **Buoys** you can sit in. - **Seaglide:** an underwater scooter with speed effects and its own sounds. - **Wind Vane:** shows the wind. With goggles, it also shows how well your sails are trimmed. - Its own config screen (wind, sails, engine, oars, seaglide, anchor) and its own section in the Simulated creative tab. ## 🌊 Floating, flooding and sinking - **Boats float on the water they really displace** and keep their holds dry, with the same pixel-perfect water hiding as submarines. - **Progressive flooding:** a breach no longer floods a room in one go. Real water pours in block by block, from the lowest point up. - The deeper the hole, the faster the water comes in. Several holes flood faster than one. - A room with no way out for the air keeps an air pocket that shrinks as you go deeper. - When the ship rises, water drains back out through holes that end up above the surface. - The water sloshes to the low side when the ship heels. - Every block of water weighs the ship down where it sits. A flooded ship lists, settles by the bow and sinks all the way to the sea floor. - Only covered parts of the ship fill up. An open deck simply stops floating the ship once the sea reaches it. - Open doors, trapdoors and hatches count as holes; closing them seals the room again. - Breaches are saved with the world. Repairing the hole seals the room. - A sealed hull with no running oxygen that ends up underwater fills with water after two seconds. ## 💥 Pressure and implosions - **Hull strength rebalanced per material:** | Material | Holds to | |---|---| | Glass | 20–30 m | | Wood | about 40 m | | Stone | 60–80 m | | Iron | about 100 m | | Ordinary blocks (cap) | 400 m | | Obsidian | 500 m | | Pressurized glass | 700 m (for the Abyss) | - **Hull strain:** past 80% of your crush depth, the hull creaks and the camera sways gently, more and more as you near the limit. - **Last warning:** a hull block about to give way groans, drips, flickers the lights and shakes the camera for three seconds. - **Implosions:** - Above 120 blocks of depth (changeable in the server config), the block bursts and the room floods through the hole. - Deeper, the hull implodes. A deadly shockwave hits everyone inside and hurts everyone nearby, and the ship tears into many pieces under a string of underwater explosions. - **Dying in an implosion:** the screen cuts to black and every sound stops. Your ears ring while one of four lines about the depth fades in, then the death screen appears. - **No more fake pressure:** pressure only counts real water above the ship, so dry underwater caves are safe. ## 🖥️ Onboard Computer, Sonar and Autopilot - **Onboard Computer:** a chart screen you click directly, with no menu. - Type a target depth and pick a speed, and it drives your Pump Controllers by itself. - It learns how fast your pumps are, brakes in time and holds the depth to the block. - **Pump Controller:** a Create-style pump the computer takes over automatically. It always pumps the right way, whichever way it faces. - **Sonar:** a spinning, glowing block that maps the sea floor around the ship as a 3D blueprint, refreshed by a ping every two seconds. - Mines, creatures and other ships show up as coloured dots, even behind rocks. - It shows your clearance above the sea floor. - A large map window lets you pan, rotate and zoom. - **Autopilot:** follows the sea floor 4 m above the ground, looking ahead to climb before slopes, and never goes below your crush depth. - **Diagnostic:** a full hull report with the maximum safe depth, the weakest block, a HERMETIC/BREACHED stamp, cracks to repair and the coordinates of every leak. ## 🔧 Blocks and items - **Decompression Chamber (finished):** a real airlock you flood and drain with a pump. Pipes now connect at any time. It has a step-by-step Ponder scene. - **Industrial Alarm:** red lamp and siren when you dive past your hull's limit. It flashes faster the deeper you go. - **Arresting Hook:** mount it under a ship and power it, and it grabs a Steel Cable stretched across your path to brake you to a stop, like a carrier landing. Craftable, with a Ponder scene. - **Big Propeller:** four propellers in a 2×2 square merge into one, 16× stronger than a single one. - **Electrolyzer:** - put a Shaft in its new module slot to run it on rotation; - it faces any direction and can be turned with a wrench. - **Ballast Tanks and Ballast Vent:** - Ballast Tanks connect like Create's tanks and can be placed a whole layer at a time. - The Ballast Vent is now a simple sea valve, with a rewritten Ponder scene. - **Other changes:** - Pulleys can be placed upside down. - Mines and Pulleys are now solid. - The mine recipe is cheaper. - New Oxygen Bucket. - Moving ships leave a wake. ## 🧭 Handling - Submarines rise and dive straight, level themselves out and turn where their bow points instead of sliding sideways. - Diffuser air is for breathing only and no longer lifts the hull. - A submarine over magma no longer drags the people inside down to the floor. ## ⚡ Performance - **Big ships:** they no longer freeze the game when a block breaks. Hull scans are spread out and only run when the hull changes. - **Floaters and Ballast Tanks:** they share their group data instead of each one rebuilding it, which makes big arrays much cheaper. - **Boat logic:** ships out of the water (airships, ships on land) cost nothing to the boat system. - **Oxygen Diffusers:** they only rescan when the hull actually changes. ## ♿ Accessibility - **Photosensitivity warning** on first launch. Tick "I am photosensitive or epileptic" (or `photosensitiveMode` in the client config) to turn off the alarm's coloured flashing light. - Server owners can stop alarms from flashing for everyone with `alarmSteadyLight`. ## 🛠️ Main fixes - **Water:** - `/sable remove` no longer leaves a dry hole in the sea. - No more holes in the water around stairs and slabs, and no water showing through slab floors. - **Iris and Sodium:** - With Iris installed, the Sonar and the Alarm no longer turn the screen black and purple. They give normal Minecraft light instead. - Fixed a Sodium crash when another Veil mod is installed. - **Fog:** fixed fog in air pockets and with Distant Horizons. - **Ropes and cables:** - Steel cables no longer fling you, trap you on a block or push you into the floor. - A plain rope no longer carries power like a steel cable. - Anchors no longer launch the boat when tied. - Ropes on anchors and buoys are visible again. - **Ships and sails:** - Big square-riggers no longer get stuck in place. - Sails no longer push players into walls. - The Wind Vane no longer points backwards. - **Dupes and exploits:** fixed the Diffuser/Electrolyzer duplication. Wrecks no longer chain-explode, and the boat menu closes when you walk away. - **Interface:** - Clicks on the Onboard Computer screen now land exactly under the crosshair. - The helm body no longer jitters. - You can no longer take the tiller where there is no room to sit. ## ⚠️ Heads-up - **Removed:** the old Weather Vane and Submarine Rudder disappear from your worlds. Use the High Seas Wind Vane and Rudder. - **Old sails:** Simulated's Symmetric Sails no longer push ships. Replace them with the new Sail. - **Config split** into common / server / client files. Gameplay values go back to their defaults in the new per-world server config. - **Hull strength:** your old default values are updated automatically on first launch. Values you edited yourself are kept, and `submarine_hull.json` is backed up first. - **Shaders:** with an Iris shader pack, sails don't billow, and the Sonar and Alarm have no coloured lights. - **Requires:** - Create Aeronautics 1.3.2+; - Simulated 1.3.0+; - Sable 2.0.3+; - if you use it, Sodium 0.8.12+. Lithostitched and Fusion are now built in. - **Submarine Staff:** not in this release yet. Translations: English and French are complete. Some new texts are still in English in the other languages.