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Create Deep Seas

Create Deep Seas

by MaxCreateMC • Downloads: 0 • Followers: 0
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Powered by Sable YouTube # About Create: Deep Seas [BETA]

Create: Deep Seas (also known as Create Submarine) expands on the systems of Create and the Sable physics engine to enable players to build, pilot, and survive in fully functional, physics-based submarines.

The mod is divided into three parts:

These are three different mods, but they are all INCLUDED in the main mod.

  • Deep Seas, which offer a pressure system, oxygen supply, and everything else related to submarines.
logo Create deep Seas
  • High Seas, contains everything related to boats!

    logo Create deep Seas
  • The Abyss, a future biome/dimension containing creatures and structures, providing a real purpose for building and improving submarines.

    logo Create deep Seas
Spoiler

HIGHLY recommended mod

Not recommended mod

  • Iris (issue with Veil Light)

Dependencies

Mod Supported

Credits

  • Developers: MaxCreateMC, Cogfly, Zinc Studios
  • Music: Caner Crebes, KANDELWICK
  • Contributor: T418, Soub, Tormi, Mruranium, xamelo
  • Artist: Marume, RandomePigeon, Funado, Myxma, Mr.Dark, Name, air_conditioning2
  • Alpha Testers: Gothci, Myxma, sant, qkback, Kuko, Tormi, Plasmori, Deron4iik,

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[3.3.0] Create Deep Seas 3.3.0 by MaxCreateMC on Oct 14, 2026
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# Changelog

## Latest bug fix in the "experimental" branch


## [3.3.0]

### Bug Fixes
  • FPS Drop on Fast Sealed Ships:** A ship with a working oxygen system (or any boat with a dry hold) made the client rebuild every chunk section around it each time it moved, so at cruising speed (around 1 m/s and up) the chunks were rebuilt several times a second and the frame rate collapsed. Those rebuilds only matter with Sodium, where they hide world blocks such as kelp caught inside the hull; the sea itself is hidden per pixel. Without Sodium they are now skipped entirely, and with Sodium only the sections that actually hold something besides air and water are rebuilt, so sailing through open water costs nothing.
  • Holes Left in the Sea After Joining (Sodium):** For the first frames after joining a world, before the pixel-perfect water culling is ready, Sodium builds the chunks with the block-by-block fallback, which removes the water blocks under a ship. Once the ship sailed away, those sea-only chunks were never rebuilt and kept a ship-shaped hole showing the sea floor. Every chunk section where the fallback removed water is now remembered and rebuilt as soon as the pixel-perfect culling takes over.
  • Boat Engine Shift Placement:** Placing a Boat Engine while sneaking now flips it, like Create's directional blocks and the Submarine Propeller.
[3.2.0] Create Deep Seas 3.2.0 by MaxCreateMC on Oct 14, 2026
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# Changelog

## [3.2.0]

### Changes
  • Progressive Flooding Is Now Optional (off by default):** Progressive flooding placed real water blocks inside ships, and that water leaked through closed doors, trapdoors, slabs, stairs, Create machines and casings, while breaking a hull block that touched the sea left broken water artifacts instead of letting the sea in. It is now an experimental server option, progressiveFlooding (in the experimental section, off by default). With it off, a breach works like before 3.0.0: as soon as a hull block below the waterline is gone, the sea fills the whole room at once and its water culling turns off.
  • Submarines:** a broken hull block no longer leaves a "plug" that keeps the room sealed; the room opens to the sea straight away. Breaches saved by the progressive mode are ignored while it is off.
  • Boats:** a hold with any opening that sits in the sea (a missing hull block, an open trapdoor, a gap in the floor) counts as flooded: the sea shows inside it and it stops giving lift. Plugging the hole makes it dry again.

### Bug Fixes
  • Sea Showing Around Seats on Low Rafts:** A partial block in a hold (a Create seat, a slab, stairs) was only culled when every open side of it faced into the ship. A seat's open top faces the sky above the railing, so its cell was left out of the water culling, and on a raft low enough for the sea level to cross that cell the sea showed through the hole and cast blue sheets behind the seat. A partial block is now only left out when one of its open sides actually touches the sea.
  • Stutter Inside Oxygenated Submarines:** Every time a sealed ship moved by a tenth of a block, the client rebuilt every chunk section around it so that world blocks caught inside the hull (kelp, seagrass) could be hidden. A submarine holding its depth or drifting gently crosses that threshold all the time, which gave a regular frame-time spike as long as you were aboard. With the pixel-perfect water culling active the sea is already hidden per pixel, so the chunks are now only rebuilt after half a block of movement again; the fine threshold is kept for the block-by-block fallback.
  • Startup Warnings Without Optional Mods:** The compatibility mixins for Copycats+, Sodium, Iris and Distant Horizons were always registered, so without those mods Mixin still tried to load their target classes and printed "Error loading class" warnings at every startup, which looked like a missing dependency (issue #87). A mixin config plugin now drops those mixins before their targets are looked up when the matching mod is not installed.
  • Water Staying After Breaking a Block:** Swapping a partial block for air or another partial block does not change whether the hull is sealed, so the water culling was never rebuilt and the old hole stayed. The culling is now rebuilt on the client whenever a block of the ship is replaced by another block (state changes such as a machine turning on are ignored).

[3.1.0] Create Deep Seas 3.1.0 by MaxCreateMC on Oct 14, 2026
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# Changelog

## [3.1.0] - Hotfix

### Bug Fixes
  • Triangle Holes in the Water Around Boats:** A boat's hold was any space boxed in by walls on all four sides, even with no floor under it. A hull without a bottom, a moon pool or any open well in the middle of a ship was treated as a dry hold, and its water culling cut the sea into triangles: the sea floor showed through in some places, the water stayed in others. A cell now only counts as hold when there is a hull block somewhere below it in its column.
  • "Batching sections" Crash With Ballast Tanks:** To pick its connected texture, a Ballast Tank walked its whole layer (up to 512 tanks) to check whether it formed a full rectangle. The chunk builder only hands out the blocks of the section being built plus one chunk around it, so a wide ballast layer, or one sitting near a chunk border, read past that area and crashed the game while building the chunk. The search now stays within 16 blocks of the tank, the area the chunk builder always provides; anything larger is treated as a full layer.
  • World Freezing on Join With a Submarine:** In singleplayer the client and the integrated server share the hull strength cache. When a world with a submarine was opened, the client cleared that cache to apply the synced hull values while the server thread was filling it for the submarine's pressure check, on a plain HashMap. Two threads writing the same map can corrupt it and lock the game up for good. The cache and the hull value table are now thread-safe.
  • Onboard Computer FPS Drop:** The side-view blueprint of the ship on the computer screen was redrawn ten times a second. Each redraw renders the whole ship again, with its block entities, the entities on board and the outline pass, which cost up to half the frame rate while the screen was in view. The blueprint is now only redrawn when a block of the ship changes (at most twice a second), and every ten seconds otherwise.
  • Water Cubes Around Waterlogged Blocks:** Seagrass, kelp, waterlogged stairs and any other waterlogged block in a hold or a submarine was cut out of the water culling, so the sea showed through a hole around it as a strangely sliced water cube. Only real water blocks are left out now; waterlogged blocks are culled like the rest of the hull.

[3.0.0] Create Deep Seas 3.0.0 by MaxCreateMC on Oct 14, 2026
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# 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.

[2.2.4] Create Deep Seas 2.2.4 by MaxCreateMC on Oct 14, 2026
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## [June 17, 2026] - Performance & Dedicated Server Fixes

### Bug Fixes & Refactoring
  • Dedicated Server Crashes:**
  • Fixed a critical issue preventing dedicated servers from starting due to FlowingFluidMixin and client-side code stripping.
  • Fixed a severe crash during server startup where a client-only rendering class (SubLevelCrackRenderer) was referenced within a common network packet, causing the Mixin pre-processor to crash and trigger a cascade failure of dependent mods (like Copycats+ and Create Aeronautics).
[2.2.3] Create Deep Seas 2.2.3 by MaxCreateMC on Oct 14, 2026
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## [June 17, 2026] - Performance & Dedicated Server Fixes

### Bug Fixes & Refactoring
  • Dedicated Server Crash:** Fixed a critical issue preventing dedicated servers from starting due to FlowingFluidMixin and client-side code stripping.
  • Decompression Chamber Performance:** Massively improved the decompression chamber's TPS performance during filling and draining by optimizing the compartment BFS (Breadth-First Search) to only run once per tick instead of for every block filled.
  • Fluid Duplication Fix:** Fixed a bug in the decompression chamber's fluid handlers that would incorrectly duplicate or void fluids by scaling transfer rates artificially. The block now correctly respects the 1:1 fluid mechanics.
  • Waterlogged Block Protection:** The decompression chamber will no longer accidentally destroy and replace waterlogged blocks (like slabs and stairs) when attempting to manage water levels inside the compartment.
  • Coordinate Mapping Accuracy:** Fixed a severe bug in EntityWaterPhysicsMixin where player coordinates were incorrectly calculated in global world space instead of local sublevel space, breaking airtight submarine suffocation/swimming checks.
  • Memory Leak Prevention:** Patched a static memory leak in the decompression chamber that prevented unloaded or destroyed chamber water blocks from being garbage collected.
[2.2.2] Create Deep Seas 2.2.2 by MaxCreateMC on Oct 14, 2026
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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).
[2.1.6] Create Deep Seas 2.1.6 by MaxCreateMC on Oct 14, 2026
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# Fixed all water-related bugs
[2.1.5] Create Deep Seas 2.1.5 by MaxCreateMC on Oct 14, 2026
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## [June 7, 2026] - Submarine Occlusion & Suffocation Fixes

### Bug Fixes
  • Airtight Submarine Suffocation:** Fixed a critical bug where players would suffocate and lose bubbles while safely inside an airtight submarine. NeoForge's custom fluid type checks (getEyeInFluidType) now correctly recognize the submarine's interior as empty, eliminating server/client desyncs and ghost bubbles.
  • Corner & Walking Occlusion Glitches:** Replaced the grid-based position checking with exact decimal (Vec3) local-space physics. The water occlusion tolerance has been expanded to include the physical boundaries of the hull itself (VISUAL_UNION). Players will no longer start drowning when walking on the floor, getting pushed into walls, or standing in tight corners of a heavily pitched submarine.
  • Swimming Prevention:** The game will now forcefully prevent players from entering swimming mode while inside the submarine's occluded area.
## [June 6, 2026] - Cookiecutter Sharks, Naval Mines, Steel Cable Power & Propellers

### New Blocks & Features
  • Cookiecutter Shark:** Added a new deep-sea predator with its own model, swim/idle animations and a latch-and-struggle attack behavior.
  • Underwater Mines:** Added deployable naval mines that float to hold their depth, arm when a ship or creature gets close, and detonate with a large underwater shockwave — camera shake, launched debris, and area damage.
  • Submarine Propeller:** Added a submarine propeller block with configurable power, client-side bubble/particle wake, and dedicated rendering.
  • Steel Cables & Electrification:** Added steel cable visuals (connector and winch variants, ponder scenes) and a cable electrification system that carries energy along cables, throws sparks, and shocks entities touching a live line.
  • Amphistium:** Added the Amphistium, a glowing schooling fish that spawns in the Abyss biome.

### Configuration & User Interface
  • Update Notifications:** Added an in-game update checker that queries Modrinth and shows a screen when a newer Deep Seas version is available, with the changelog and an "ignore this version" option.
  • Lithostitched Reminder:** Added a startup screen that prompts you to install the recommended Lithostitched dependency when it is missing.
  • Item Tooltips:** Mines, propellers and floaters now show descriptive tooltips.

### Bug Fixes
  • Mines no longer detonate on their own wreckage:** Fixed mines randomly exploding while you broke blocks off them to make them resurface. Each detached chunk becomes a brand-new sublevel spawned right next to the mine, which the proximity trigger mistook for an approaching ship. Debris now inherits the mine's owner at the exact moment of the split and is ignored by the trigger, while real ships still set the mine off.
  • Mines no longer punch holes in the ocean:** Fixed mine explosions spawning their flying-block debris in a way that silently replaced the block at the target world position, carving air pockets into the surrounding water and terrain. Debris is now thrown without ever touching the parent world.
  • Mine depth-keeping no longer lags the server:** Replaced the once-per-second full-volume scan each mine ran (to share buoyancy between mines) with live O(1) tracking, preventing TPS drops on large hulls.
  • Cable energy network spam:** Throttled the block-update packets sent while energy flows through cables (roughly twice a second instead of every tick) to stop network lag.
  • Update checker visibility:** Marked the update-check result fields volatile so the render thread reliably sees the values fetched on the background network thread.
  • Corrupt client state file:** Loading an empty or corrupt create_submarine_client_state.json no longer throws — it now falls back to defaults.
  • Sturdier cable collisions:** Hardened cable-versus-player collision (sublevel and parent-level handling, null rope-manager guards) and made the winch energy store thread-safe.
  • Pulley concurrency & speed:** Clamped pulley slide speed to a configurable maximum and deferred block destruction/particles to the server tick to avoid concurrency crashes.
  • Fog submersion detection:** Reworked the underwater fog check to skip occluded positions and confirm actual water, fixing incorrect fog states.
  • Reduced particle spam:** Lowered ballast-vent and water-thruster particle counts and frequency.
  • Double-unregister guard:** Submarine state is now only cleared once the driver claim is actually released, preventing double-unregister glitches when several control blocks are present.

### Under the Hood
  • Submarine Driver Registry:** Added a registry that grants a single exclusive "driver" block per submarine (hull controller / oxygen diffuser) using priorities and stale-claim eviction.
  • Mine float guard:** A mine bolted onto a contraption larger than 5 blocks no longer acts as a ballast/floater.
  • Pressure membership helper:** Centralized the "is this position part of the ship" check (isWithinShip) used by the pressure system.
  • Hull scan budgeting:** Added dynamic scan delay/budget logic to the hull controller to spread out leak scanning.
  • Access transformer:** Added an access transformer so falling-block debris can be spawned without destructive world side effects.

### Localization
  • Translations:** Updated Simplified Chinese (zh_cn) and Russian (ru_ru) translations.
[2.1.3] Create Deep Seas 2.1.3 by MaxCreateMC on Oct 14, 2026
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# Changelog

## [May 29, 2026] - Abyss Dimension, Physical Lianas & Big Optimizations

### New Blocks & Features
  • Abyss Dimension:** Reintroduced the custom deep-ocean Abyss dimension with dedicated biome configs and custom worldgen.
  • Physical Lianas & Seeds:** Added creepvines (submarine lianas) and creepvine seeds that grow, flow with water currents, and simulate realistic physics inside sublevels.
  • PDA & Sound Effects:** Added a custom PDA menu overlay and registered new ambient/warning audio cues for Leviathans (roars and class detection warnings).
  • New Diagnostics Command:** Added the /submarine info command to inspect current hull integrity, depth, crack counts, and whether your sub is hermetically sealed or breached.
  • Spawning Command:** Added /submarineliana spawnradius to spawn creepvines inside a radius with custom density/probabilities.
  • Client RAM Boost:** Allocated 20 GB of RAM for the game client config to handle large sublevel structures smoothly.

### Performance & Optimizations
  • Global LOD System:** Added a new LOD Optimizer (LianaLODOptimizer) that automatically pauses/freezes physics and ticking on distant creepvines to save CPU/FPS.
  • Spawning Queue:** Spawning multiple lianas in a radius is now staggered (closest to the player first) and freezes other lianas during creation to prevent lag spikes.

### Bug Fixes
  • Liana Sublevel Lighting:** Fixed an issue where lianas in Sable sublevels rendered pitch black. They now dynamically fetch and reflect the real-world block light values (torches, glowstones, shaders) around them.
  • Precise Pressure Calculations:** Completely reworked pressure depth logic to measure depth block-by-block relative to the actual water surface rather than checking the center of the sub globally.
  • Sinking & Crash Handling:** Added a limit to how many blocks can implode at once to prevent audio/particle lag spikes, and ensured oxygen/life-support blocks are immediately destroyed when a sub sinks.
  • Stability Fixes:** Resolved rare NullPointerException and chunk-loading issues in the leak/compartment scanner, and fixed a concurrency deadlock in the Sable snapshot queue.

## [May 27, 2026] - Experimental Branch Updates & Enhancements

### Configuration & User Interface
  • In-Game Mod Configuration UI:** Implemented a new custom split-pane configuration screen (HullStrengthConfigScreen) to allow editing block-by-block depth limits and implosion chances directly in-game.
  • Config Persistence:** Changes made in-game are automatically saved to config/submarine_hull.json and applied at runtime.

### Pressure Physics & Visual Glitches
  • Refactored Stress Cues:** Restructured pressure calculations to only play metal creaking stress sounds and spawn water dripping particles when a block actually sustains crack or implosion damage. Blocks set to 0% implosion chance are now completely silent and dry.
  • Configurable Floater Limits:** Updated the Floater block to respect customized depth limits set in the configuration instead of using a hardcoded threshold.

### New Items & Create Integration
  • Survival Friendly:** All custom blocks and items (including Phycological Membranes, Pressurized Glasses, and Floater variants) now have proper survival recipes, making the mod fully survival-friendly.
  • Phycological Membrane:** Registered and added the Phycological Membrane item, which can only be crafted by pressing a Kelp block under a Create Mechanical Press.
  • Iron & Copper Pressurized Glasses:** Reworked the generic glass pressurizer block into distinct Iron and Copper variants with new recipes, models, and textures.
  • Colored Floater Variants:** Added crafting recipes for Floater blocks in all vanilla wool colors.

### Abyss Biome & Custom World Generation
  • Abyss Biome:** Introduced a deep ocean Abyss biome ALPHA
  • Biome Modifiers:** Implemented world generation modifiers for amplified, large biomes, and default world types.

### Renders, Compatibility & Performance
  • Early Startup Config Access Fix:** Resolved an initialization crash (IllegalStateException: Cannot get config value before config is loaded) in PermanentWaterCullingTest that occurred when early-ticking client mods (such as Xaero's Train Map) triggered ticks before NeoForge configurations loaded.
  • Sodium & Veil Shaders:** Integrated critical rendering compatibility mixins for Sodium and Veil pipelines.
  • Sable Network Synchronizations:** Resolved package de-synchronization issues under active tracking states.
  • General Asset Cleanup:** Removed outdated model textures and unused assets to optimize mod footprint.
  • Sable Dependency Upgrade:** Upgraded Sable to version 1.2.2 for improved sub-level physics and performance stability.
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