> 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/flooding.md).

# Flooding

Once a room of the ship is open to the sea, it floods. How it floods depends on one server option, `progressiveFlooding`, which is off by default.

## Default: the room fills at once

As soon as a hull block below the waterline is gone, the sea fills the whole room. The water culling inside it turns off, you are back in the water, and the room stops giving lift to a boat. Rooms that are still sealed stay dry.

* **Submarines:** a broken hull block opens the room to the sea straight away. Rebuild the block and the room seals again.
* **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. Plug the hole and it is dry again.

## Progressive flooding (experimental)

Turn on `progressiveFlooding` in the experimental section of the server config and breaches behave like the real thing. Water comes in through the hole as real water blocks inside the ship, one block at a time from the lowest point of the room upward.

* **Flow rate:** the deeper the hole, the faster the water pours in. Several holes flood faster than one, and the flow slows down as the water inside rises toward sea level.
* **Trapped air:** a room with no opening to the open air keeps an air pocket at the top. The deeper the ship, the more the air is squeezed and the smaller the pocket gets. A hole higher up lets the air bubble out and the room fills completely. You can still breathe in the pocket.
* **Draining:** when a flooded ship rises and a hole ends up above the water, the water drains out through it, down to the level of the hole.
* **Sloshing:** when the ship heels or pitches, the water moves to the new low side of the room.
* **Weight:** every block of water inside the ship adds its weight where it sits. A flooded ship lists, settles by the bow or the stern, and goes to the bottom if too much water gets in.
* **Boats:** water only fills the parts of a boat that have a deck or a roof over them. The open deck between the railings just stops floating the ship once the sea reaches it.

{% hint style="warning" %}
Progressive water is real water. It can leak through blocks that seal a room for the pressure system, like closed doors, slabs and Create machines. That is why the option is off by default.
{% endhint %}

## Sunken airtight hulls

A sealed boat, or a submarine with no running oxygen system, that ends up underwater does not stay a dry bubble. Once the sea has covered the highest air cell of a room for two seconds, the room floods and stops giving lift. A short plunge is ignored.

## Getting the water out

* Patch the hole. With the default mode the room is dry again at once.
* With progressive flooding, rise until the hole is above the water and let it drain, or pump it out.
* `/submarine repair` (operators) puts back the hull, seals the cracks and drains the progressive water in one go.
