Crushdepth 1.8.0
Curse Maven Snippet
What's new
Crush Depth 1.8.0
Includes everything from 1.7.0, which was never released separately.
New
Underwater fog that deepens with the ocean. Visibility falls away exponentially with depth and the colour drains toward black, so the deep looks like actual darkness instead of thick blue water. Light fights back: a lantern is worth carrying, and lit structures resolve out of the murk as widening pockets instead of popping in at the fog line. Night Vision and Abyssal Adaptation help too. It can only ever reduce visibility below vanilla, never grant more, so leaving it on is never a handicap. Fully configurable, client-side.
Clearance, a new helmet enchantment. Single level, and it cuts straight through the depth fog while worn. You can't craft it: treasure only, absent from the enchanting table, never sold by villagers, lowest possible weight and a high minimum cost. It turns up in chests, rarely.
Full diving suit set bonus. Wearing a complete suit now grants a flat rated depth instead of the sum of its pieces, so assembling one is a real threshold rather than a rounding error. Pieces mix freely between mods. Create's suit has no leggings and others do, so "complete" is defined by slots you can configure, and a mixed kit counts. The higher of (sum of pieces) and (full-suit value) always wins, so adding a piece can never make you worse off.
Abyssal Adaptation now works on all four armour pieces, not just the helmet, and its per-level value is summed across them. It scales cleanly if a pack raises the level cap.
sealedVehicles. Vehicles from other mods that shelter their rider. They are opaque single entities with no hull to measure, so riding one is simply protection. Nested riding counts. Ships with Alex's Caves' submarine listed by default.
hullOverrides. Re-rate blocks Create: Deep Seas underestimates. Its automatic rating reads hardness, blast resistance and sound type, which makes a purpose-built deep-sea material from another mod look like ordinary stone. Applied in memory at server start; your Deep Seas config file is never written to.
nauseaOnDamage. Turn off the screen warp that accompanies pressure damage.
Balance
Diving gear is no longer a shortcut to the abyss. Defaults are tuned for a vanilla-depth ocean; deep packs should raise these rather than the enchantment level cap.
| Was | Now | |
|---|---|---|
| Unprotected depth | 64 | 50 |
| Create copper diving, per piece | 25 | 5 |
| Create netherite diving, per piece | 75 | 10 |
| Artifacts snorkel | 100 | 5 |
| Abyssal Adaptation, per level | 100 (helmet only) | 5 (Ă—4 pieces) |
| Complete diving suit | n/a | 130 rated |
Fixed
Wading in shallow water dealt full abyss damage. Exposure only checked whether you were touching water, so an ankle-deep cave stream at low Y measured the same depth as swimming there. It now requires your head to be under, the same condition that starts the oxygen bar, so "am I taking pressure?" reads off a HUD you already have.
Nausea never lapsed while deep. It was reapplied on every damage tick, which underwater read as being shoved around rather than crushed. It now tops up only once nearly expired, and can be disabled outright.
Compatibility
Alex's Caves. Its diving suit counts toward pressure tolerance and the set bonus, riding its submarine is full protection, and its Abyssal Chasm keeps its own colours. Our fog multiplies the biome's fog colour rather than replacing it, so packs that set custom water colours keep them and simply get darker with depth.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include

