create_submarine-3.0.0.jar
Curse Maven Snippet
What's new
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
photosensitiveModein 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 removeno 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.jsonis 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.
This mod has no additional files

