> 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/getting-started/installation.md).

# Installation

Create Deep Seas runs on **NeoForge 1.21.1**. The three parts of the mod (Deep Seas, High Seas and the Abyss) all come in the same jar, so there is only one file to install.

## Required mods

* [Create](https://modrinth.com/mod/create)
* [Create Aeronautics](https://modrinth.com/mod/create-aeronautics) 1.3.2 or newer
* [Simulated](https://modrinth.com/mod/simulated) 1.3.0 or newer (it comes with Aeronautics)
* [Sable](https://modrinth.com/mod/sable) 2.0.3 or newer, the physics engine every ship runs on
* [Sodium](https://modrinth.com/mod/sodium), on the client only. Any version works. A dedicated server does not need it.

## Optional mods

* [Lithostitched](https://modrinth.com/mod/lithostitched): only needed for the deeper oceans option (`enableDeeperOceans`). It is no longer shipped inside the jar. Without it, the option switches itself off on startup and a screen gives you the download link.
* [Copycats+](https://modrinth.com/mod/copycats): copycat blocks on a hull take the strength of the material they copy.
* [Wakes](https://modrinth.com/mod/wakes-reforged): wakes behind moving ships.
* An energy mod if you want to power the [Electrolyzer](/create-deep-seas-wiki/deep-seas/air/electrolyzer.md) with FE: Create Crafts & Additions, Create New Age or Create Power Grid. You can also skip it and run the Electrolyzer on rotation with its alternator module.

## Shader packs (Iris)

The mod works with Iris and its shader packs:

* The sea stays out of sealed hulls, pixel-perfect, like without shaders.
* Looking out of a window, Photon, Complementary, Rethinking Voxels, BSL and Bliss draw the sea's fog behind the glass.
* Sails billow and furl under Photon, Complementary, BSL, Bliss and Rethinking Voxels too. If a pack draws them wrong, turn off **Sails Under Shader Packs** in the video settings (High Seas page) to draw them flat.
* The [Vortex Engine](/create-deep-seas-wiki/getting-started/graphics.md) (coloured lights, sun shafts, plankton, mist) turns itself off while a shader pack is in use, since the pack does its own lighting. With Iris installed but shaders off, it works normally.

These two mods are highly recommended with Iris: [Iris & Oculus Flywheel Compat](https://www.curseforge.com/minecraft/mc-mods/iris-flywheel-compat) and [Iris Veil Compat](https://modrinth.com/mod/iris-veil-compat).

## Known issues

* **WaterWorks** breaks the water culling inside ships for now: the sea shows inside sealed hulls.
* **Older GPUs** (OpenGL 3.3 only, old Intel integrated graphics, some Mesa drivers) cannot run the tessellation shader of the sails. The game does not crash, sails are just drawn flat.

## Choose your pressure model

{% hint style="warning" %}
**This is the most important setting of the mod. Pick it before you build your first submarine.** It decides how deep every hull can go, and a submarine designed for one model can crack straight away under another.
{% endhint %}

The first time you launch the game, a screen asks how realistic the water pressure should be. You can change it later in the Deep Seas config (`pressureModel`, server config). On a multiplayer server, the server's config decides for everyone.

| Model                        | How it works                                                                                                        | What to expect                                                                                                                            |
| ---------------------------- | ------------------------------------------------------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------- |
| **Classic**                  | Every block holds down to its own fixed depth, whatever the shape of the ship.                                      | Simple and predictable, lightest on the server. Wood about 44 m, iron about 100 m. The shape of the hull changes nothing.                 |
| **Hybrid** (default)         | Every block keeps its own depth, nudged by the shape of the hull.                                                   | Thick walls, ribs and rounded hulls hold a little more, wide flat walls a little less. Classic depths, from half to twice as deep.        |
| **Realistic** (experimental) | A structural solver works out how much every block really bends, from its material and the shape of the whole ship. | Thick, compact and reinforced hulls go much deeper, big flat hulls are fragile. Iron one block thick: about 100 to 290 m. Design matters. |

Not sure? Hybrid is the one the screen recommends. Classic is the easiest to predict, and Realistic, still experimental, rewards a well designed hull. The details are on [Water pressure](/create-deep-seas-wiki/deep-seas/mechanics/water-pressure.md).

## First launch

On the first launch you also get a one-time photosensitivity warning. The Industrial Alarm flashes, the lights flicker before an implosion and the camera shakes. The checkbox on that screen turns on `photosensitiveMode`, and its **More settings...** button opens the Deep Seas settings straight away. If you run a server with a photosensitive player, also turn on `alarmSteadyLight` in the server config (see [Commands and config](/create-deep-seas-wiki/deep-seas/mechanics/commands-and-config.md)).

The pause menu and the title screen get a Pressure Goggles button under Create's. It opens the Create Deep Seas config straight away.

{% hint style="info" %}
Making a modpack? Set `disableStartupScreens` to true in the client config so your players don't get the startup screens.
{% endhint %}
