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Create Deep Seas: Crush Depth

Built for Create: Deep Seas on Create Aeronautics' physics. Crush Depth makes the ocean's pressure apply to you, not just your submarine's hull.
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Crushdepth 1.11.1

File namecrush-depth-1.11.1.jar
Uploader
opkomputersopkomputers
Uploaded
Aug 18, 2026
Downloads
66
Size
161.7 KB
Mod Loaders
NeoForge
File ID
8679814
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:crush-depth-1650422:8679814"

Learn more about Curse Maven

What's new

Crush Depth 1.11.1

Everything since 1.8.0, in one update: the ocean got currents, a depth gauge you can wear, and a fix for the cave lakes that were quietly killing people.

⚠️ This release changes the install requirement

Crush Depth now has to be installed on clients as well as the server.

As of 1.9.0 the mod adds an item, and NeoForge disconnects any client whose item registry is missing something the server has. Before 1.9.0 the mod registered nothing and un-modded clients could join a server running it — that is no longer true. Every player needs the mod, at a matching version.


The ocean moves now

Thermocline currents and vortex shafts run through the water column. Horizontal corridors sit at configurable depth bands and carry you along them; vertical shafts alternate between downwellings and upwellings. Ride one, or get pulled down.

There is nothing to spawn and nothing to sync — a current is a closed-form function of where you are and what time it is, so it is the same for everyone, always, with no entities and no packets. Drifting motes make one visible before you are in it.

Downwellings deliver you to the abyss. Upwellings are how you get back.

This folds in the separate Fathom mod. If you were running it, remove it — do not load both.

The fathometer

A wearable depth gauge, crafted from brass, a compass, amethyst, glass and redstone. Put it in a necklace or charm slot and the existing depth readout grows two more columns — the distance to the floor, and the current where you are standing — and it stays up in the shallows so the extra reading is always there.

Fixed

Swimming in an enclosed cave lake dealt open-ocean pressure damage. Create: Deep Seas' surface scan walks upward through solid rock as long as it is below sea level, so any pool underneath an ocean reported the ocean's surface. A diver in a sealed cave lake measured hundreds of blocks down and died to pressure that was not there. Exposure now stops at the top of the water column you are actually in.

Open water is completely unchanged — the whole abyss included. Note that hull cracking is Deep Seas' own code and keeps its own reading, so inside an enclosed pool a submarine may crack while its pilot is safe.

A downwelling now sounds different from ordinary deep water. Being deep and being taken deeper are different emergencies: holding position answers the first and does nothing about the second. A shaft dragging you past your rated depth gets its own lower, more insistent warning, because the window to swim out of one is short.

Vortex shafts could develop holes at tuned settings, where a shaft wide enough to overlap its neighbours was ignored near the boundary between them.

Per-player state is released when a player disconnects, rather than retained for every account that ever logged out mid-dive.

Smoother

Currents no longer fight your movement. The push used to be applied on the server and forced onto the client every tick, so the game was constantly correcting where it thought you were — fine on a local world, and steadily worse the further you sat from the server. Both sides now simulate the same push independently and agree without talking, the way vanilla handles flowing water. Nothing about how strong a current feels has changed.

The current field is also computed once per sample instead of two or three times, which is most of the per-tick cost of the whole feature.

Configurable

  • currents.dimensions — currents work anywhere you list, not just the Overworld
  • Every dimension of a current: depth bands, width, spacing, meander, drift, push
  • Vortex spacing, radius and strength
  • downwellingWarning — the new alarm, on by default
  • rideSeconds / rideStrength — terms of the In the Stream advancement
  • Client-side: particle density and reach, or turn the particles off entirely. Doing so does not change how the water moves you — you lose the warning, not the current.

Full technical changelog: https://github.com/PikouGame/crush-depth/blob/main/CHANGELOG.md

Requires: Create: Deep Seas, Create · Optional: Curios

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