# 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.
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## ⛵ 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.
Developer information
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle.
maven { name = "Modrinth"; url = "https://api.modrinth.com/maven" }