Tags
Creators
Details
Licensed ARR
Published 3 months ago
Updated 2 months ago
All versions
2.1.3
Release
Create Deep Seas 2.1.33 months ago 14.5K
Compatibility
Minecraft: Java Edition
1.21.1
Platform
NeoForge
Supported environments
Client and server
Required content
Any compatible version
Any compatible version
Any compatible version
Any compatible version
Changes
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 infocommand to inspect current hull integrity, depth, crack counts, and whether your sub is hermetically sealed or breached. - Spawning Command: Added
/submarineliana spawnradiusto 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
NullPointerExceptionand 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.jsonand 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) inPermanentWaterCullingTestthat 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.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:mva5q4qZ:euMtX6NU"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:mva5q4qZ:euMtX6NU"
}

