> For the complete documentation index, see [llms.txt](https://create-deep-seas.gitbook.io/create-deep-seas-wiki/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://create-deep-seas.gitbook.io/create-deep-seas-wiki/deep-seas/mechanics/cracks-and-implosion.md).

# Cracks, breaches and implosion

Going past the limit of your hull does not kill you on the spot. The hull cracks first, then blocks start to give way, and what happens next depends on how deep you are. This page explains every step, including the 120 m rule that the game never tells you about.

## Cracks

Every second, the game looks at the hull blocks that are deeper than their own limit and may crack some of them. With the Realistic and Hybrid models the most overloaded blocks crack first. With Classic it picks at random among the blocks past their limit.

The chance grows with how far past the limit the block is. Each block has an implosion chance in `submarine_hull.json` (around 2 to 8% for the mod's blocks), and it is multiplied by the overshoot divided by 20. A block 20 m past its limit cracks at its normal chance, one 60 m past cracks three times as often. It does not go higher than that.

A crack has three stages. Each stage:

* shows a bigger crack on the block,
* sprays more water into the room, with sparks and dripping water,
* can blow the lights on board for a moment,
* comes with the hull creaking.

{% hint style="success" %}
**Repairing a crack:** right-click the cracked block with a Create Wrench. Each click removes one stage. Fix them before they reach the last stage.
{% endhint %}

Operators can also run `/submarine repair` while standing in or on a submarine. It puts back every hull block the pressure tore out, seals every crack and drains the water let in by progressive flooding.

## A block gives way

A block on its third crack that keeps taking pressure gives way, as long as it is at least 5 m past its own limit. For three seconds the hull groans louder and louder, bubbles, smoke and bits of the block pour out of the crack. Then the block bursts.

What happens next depends on one number: **120 m deep** (`implosionDepth` in the server config). Shallower than that, the room floods. At 120 m or deeper, the submarine implodes.

### Shallower than 120 m: a breach

The block breaks off and the sea comes in through the hole. The room floods, see [Flooding](/create-deep-seas-wiki/deep-seas/mechanics/flooding.md). There is no implosion and no shake: you get the burst of bubbles and the water, that is all. Patch the hole and the room seals again.

### 120 m or deeper: implosion

The block bursts and the whole submarine implodes. The three seconds before it come with the full build-up for everyone nearby: the lights of the submarine flicker faster and faster, the camera shakes harder and harder until it is violent, then everything goes quiet and your ears ring.

The implosion then:

* destroys the life support (oxygen, ballast) and sends the wreck to the bottom,
* tears the hull into many pieces, with a string of underwater explosions along it for four seconds,
* kills anyone inside the crushed part of the ship,
* hurts anyone nearby, less and less with distance. This is its own damage type and it goes through armour and shields.

If the blast kills you, the screen cuts to black, every sound stops, you hear the implosion and your ears ring while a line about the pressure and the depth is written on the screen.

## Condemned: 30 m past the limit, 120 m deep

There is one more stage, and it only happens when both of these are true:

* the submarine is at least **120 m** deep (the same `implosionDepth` setting),
* it is at least **30 m past the limit** of its hull.

At that point the submarine is condemned.

* **The crew feels it.** The camera sways, the hull creaks and jolts, and the edges of the screen darken and blur. From 35 m past the limit a heartbeat starts and gets faster, the picture slowly loses its colours and the instruments on board start going haywire. By 50 m past the limit it is all at full strength. All of this comes in slowly, it is not a switch.
* **The Pump Controllers seize.** Every [Pump Controller](/create-deep-seas-wiki/deep-seas/diving/pump-controller.md) on the submarine stops dead, turns red and swells. They will not pump anything, so you cannot empty the ballast to climb back up.
* **The next block that gives way implodes the submarine**, as described above.

The only way out is to climb at least 5 m back above that point some other way (propellers, dropping weight). Once you do, the pumps start again and the effects fade. Otherwise, get out while you can.

{% hint style="info" %}
A glass submarine with a limit of 20 m, sitting at 60 m, is 40 m past its limit but shallower than 120 m. It is not condemned: its hull just cracks and floods, with no implosion and no effects on the crew.
{% endhint %}

{% hint style="success" %}
**Details to look for**

* The heartbeat goes from a calm 72 beats per minute up to 190 at full panic.
* Sounds get muffled, as if your ears were blocked by the pressure, and a low drone grows under everything.
* The camera sways slowly, like someone trying to breathe.
* Within 32 blocks of you, every instrument goes haywire: the barometer's fish spins, the Onboard Computer and the Sonar glitch, and so do Create's Speedometers and Stressometers and Simulated's altitude, gimbal and velocity sensors.
* If an implosion kills you, the screen goes black even over the death screen, every sound stops, you hear the implosion, your ears ring, and one of six lines about the sea is written on the black before it fades out.
  {% endhint %}

If the screen effects are too much for you, the client option `pressureEffects` turns off the dark edges and the heartbeat.

## Breaking your own hull

Breaking a hull block yourself while the submarine is at 80% of its limit or more, with air in the room behind it, implodes the submarine at once. This does not apply in Creative mode, so you can still build at any depth.
