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Create Deep Seas [BETA]

Submarine and BOAT in Create Aeronautics!
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create_submarine-3.0.0.jar

File namecreate_submarine-3.0.0.jar
Uploader
MaxCreateMCMaxCreateMC
Uploaded
Oct 2, 2026
Downloads
876
Size
7.7 MB
Mod Loaders
NeoForge
File ID
9040474
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:create-deep-seas-1533137:9040474"

Learn more about Curse Maven

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 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.

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