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Create Deep Seas

Submarine and BOAT in Create Aeronautics!

File Details

create_submarine-2.2.2.jar

  • R
  • Jun 16, 2026
  • 1.76 MB
  • 4.4K
  • 1.21.1
  • NeoForge

File Name

create_submarine-2.2.2.jar

Supported Versions

  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:create-deep-seas-1533137:8259245"
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## [June 15, 2026] - Barometer, Decompression Chambers & Implosion Mechanics

## ⚠️ Config Auto-RESET ⚠️: 
#### Because the depth calculations and global caps have been entirely overhauled to allow blocks to go much deeper, the `submarine_hull.json` config file will be automatically regenerated (and the old one backed up) the first time you launch this version.

### New Blocks & Features
- **Create Aeronautics Compatibility:** Officially updated compatibility to fully support the new **Create: Aeronautics 1.3.0** update.
- **Barometer:** Added a new Barometer block and item. It displays the current pressure state relative to your submarine's weakest hull block (Acceptable, Warning, Critical) using a visual pufferfish and detailed tooltips. Mining it correctly requires an Iron Pickaxe.
- **Barometer Display Link:** The Barometer now updates Display Links at an incredibly fast 10 times per second (every 2 ticks), making connected displays instantly responsive to depth changes.
- **Commands:** Added the `/submarine findhole` command to help locate leaks and breached blocks in your submarine hull.
- **Decompression Chambers (WIP):** Enhanced the Ballast Vent to support a "CHAMBER" mode. You can now use ballast tanks to gradually fill or drain sealed airlocks layer by layer. *(Note: The decompression chamber system is currently in development and is currently unusable).*
- **Boat Support (WIP):** Continued groundwork for boat mechanics. *(Note: The boat system is currently in development and is currently unusable).*

### Physics & Implosion Mechanics
- **Smart Hull Breaches:** Breaking a block inside the submarine while under extreme pressure no longer instantly implodes the entire sub. The system now strictly verifies that the broken block is part of the *exterior hull* before triggering a catastrophic failure.
- **Copycat Support:** Added official support for Create and Copycats+ copycat blocks. The pressure system now dynamically reads the copied material to determine maximum depth and cracking behavior.
- **Creative Mode Safety:** Breaking the exterior hull while in Creative Mode no longer triggers an implosion, allowing you to safely build or modify your submarine at any depth.
- **Dynamic Airlock Implosions:** IN WIP; Don't USE Decompression chambers no longer implode at a hardcoded depth of 80 blocks if opened to the ocean without being filled with water first. They now dynamically check your submarine's hull strength and will only implode if you are in a "Warning" or "Critical" pressure state.
- **Visual Hull Cracks:** As your hull approaches its pressure limits, visible cracks will form and water will begin dripping into the submarine.
- **Wrench Repairs:** You can now repair these cracks before the hull gives way by right-clicking on them with the Create Wrench, which will reinforce the block and prevent implosion.
- **Adjusted Pressure Thresholds:** The "Warning" threshold on the Barometer and for the pressure system has been raised to 80% of your weakest hull block's maximum depth (previously 75%), giving you a larger safe margin before things become critical.

### Bug Fixes & Refactoring
- **Accurate Hull Detection:** Fixed a major bug where unsealed exterior areas (like the surrounding ocean) were evaluated as submarine compartments. This previously caused non-structural exterior blocks, corners, and decorations to incorrectly lower the submarine's total hull strength.
- **Copycat Wrench Priority:** Fixed a conflict where trying to repair a cracked Copycat block with a Wrench would unintentionally strip its applied material. The wrench will now strictly prioritize repairing cracks before allowing the block to be undisguised.
- **Login Desynchronization & Fog Fix:** Fixed an issue where logging into a world inside a submarine temporarily affected players with water physics and thick fog. The compartment scan penalty delay was removed, allowing immediate airtight verification upon chunk loading.
- **Dedicated Server Crash Fixes:** Fixed severe startup crashes on dedicated servers by ensuring optional dependencies (`lithostitched`, `fusion`) are strictly marked as optional in the `mods.toml`, and abstracting client-side rendering elements (`SubLevelCrackRenderer`) from common server Mixins.
- **Pulley Renaming:** Renamed internal references, blocks, and items from "Poulis" to "Pulley" for better clarity.
- **Rendering Fixes:** Implemented rendering fixes for water occlusion and resolved issues causing invisible blocks in production environments when using Veil/Flywheel shaders.

## [June 13, 2026] - Mod Splitting, Sable Physics & Connecting Glass

### Mod Architecture & Splitting
- **The Great Mod Split:** Separated the monolithic codebase into three distinct modular projects to streamline development and structure future content:
  - **Create: Deep Seas:** The main core mod (formerly *Create Submarine*), containing all submarines, buoyancy controllers, depth pressure mechanics, and core underwater tools.
  - **Create: Abyss:** A dedicated mod containing the Abyss dimension, custom deep-sea biomes, bioluminescent plants/fauna, physical lianas, and the PDA overlay namespace.
  - **Create: High Seas:** Initial groundwork added for an upcoming mod focused on boat support, custom sails, and wind dynamics.

### New Blocks & Features
- **Arresting Hook:** Added the Arresting Hook block, block entity, custom item rendering, and creative tab placement for slowing down or docking vessels.
- **Pressurizer Connected Glass:** Added optional support for the Fusion mod, introducing connected glass textures for all pressurized glass variants.

### Physics & Integration
- **Sable Force Queuing:** Fully integrated ballast tanks and floaters with Sable's physical force-queuing system. Buoyancy forces are now calculated block-by-block and submitted as aggregated clusters for smoother physics updates.
- **Sable UI Force Clustering:** Merged multiple ballast and floater indicators into single aggregated points in the submarine diagram UI (displaying total force and count) to avoid screen clutter.
- **Waterwheel Propulsion:** Added support for waterwheels in sublevels. Large waterwheels now dynamically apply thrust and impulses to the sublevel's physical body.

### Performance & Optimizations
- **Airtight Check Caching:** Added per-tick caching to `EntityWaterPhysicsMixin` for airtight compartment checks, preventing redundant compartment lookups when multiple entities check their suffocation status in the same tick.
- **Level-Aware Compartment Lookup:** Optimized `CompartmentTracker` to ignore sublevel entries belonging to different dimensions during containment scans.
- **Efficient Vegetation Clearing:** Reworked the submarine placement clearing code to sweep foliage/kelp by chunk section rather than block-by-block, respecting world height bounds.

### Bug Fixes
- **Pressurizer Glass Translucency:** Changed pressurized glass blocks to inherit from `TransparentBlock`, fixing rendering glitches and allowing other blocks to be properly visible through them.
- **Pocket Fog & Water Culling:** Resolved rendering glitches where fog and water culling wouldn't update properly inside sealed air pockets within sublevels.
- **Sodium Rendering Integration:** Fixed a Sodium water occlusion issue by switching to `RenderSystem` texture binding inside `SodiumWaterOcclusionBridge`.
- **Pressure Crack Repair Syncing:** Reworked wrench repairs to decrement crack stages properly and broadcast block updates with correct block IDs to prevent desyncs.

### Under the Hood
- **Cleaned Bundled Assets:** Removed outdated, temporary bundled files (`temp_aero`) and unused assets to optimize the mod footprint.
- **Project Structure Documentation:** Added a detailed explanation of the project structure to the repository's `README.md`.

### Localization
- **Translations:** Synced and updated keys for English (`en_us`), French (`fr_fr`), Russian (`ru_ru`), and Simplified Chinese (`zh_cn`).