Stormworks: Build and Rescue

Stormworks: Build and Rescue

DEEPER OCEANS MOD | SODS
108 Comments
uli_build  [author] Jul 9 @ 5:48am 
Makes sense, files of this mod are older, this is a new workbench, I will try to remember when I come back home (not less than a month)
adi Jul 9 @ 5:12am 
small bug, the military base shore workbench dissapears with the mod on
Atomic_milo Jul 5 @ 6:33pm 
why can't i see water in my ship when it is there
◁♠Gordo Figaro♤▶  [author] Jul 2 @ 5:03pm 
just turn it on, this is the version for the workshop of the game, the stormloader is the old one wich i uploaded
Sirius Jun 27 @ 7:49pm 
Can I just download this mod and turn in on or do I still have to install it through stormloader?
chadejohns Jun 25 @ 1:46pm 
@msbutterfly, what do you mean, the rating is 4 stars
madextzmax Jun 19 @ 10:57pm 
as someone who is even scared to be on the surface even with no player damage no seamonsters in 100 ft of water and races to get on land this is fucking terrifying especially with sea monsters enabled
Atlys with a Y Jun 17 @ 7:40pm 
it certainly gave me flashbacks to when i first entered the void in Subnautica :ulric:
fpe oliver May 23 @ 8:34pm 
thalassophodia definitely not like that
kent.bjorner May 20 @ 12:50pm 
As someone with Thalassophobia, I still love this and am terrified by it at the same time! Amazing mod XD
so.willemsen May 5 @ 10:42am 
its doesnt appear between my mods
DillmantheRuckaAliman May 4 @ 6:01pm 
does it work with the depth crush mod?
Dark Void, Fine Abyss May 1 @ 5:55pm 
(only when im super deep)
Dark Void, Fine Abyss May 1 @ 5:54pm 
for me its perfect for exploring the depths, i have a boat from the workshop that comes with a diving bell, (just when it hits night the stars look like eyes looking into my soul)
Peanut Apr 20 @ 11:32pm 
does this make the wave height larger than the max possible vanilla waves?
uli_build  [author] Apr 17 @ 1:48am 
@DeliciousFalcon It does not, you can find both fishes and whales deep down, what may happens is that fishes are spreaded out in a larger area
DeliciousFalcon Apr 16 @ 5:15pm 
does this mod make the fish disappear or is it just me?
Jim the Pilot Apr 12 @ 9:45am 
i loved the old one so this is great
Tankracer Mar 30 @ 10:50am 
It took 3 minutes for my mini-sub to reach the bottom. 10/10 :D
knsmith11015 Mar 29 @ 6:54am 
this an awesome build we all love it!
Reason Mar 22 @ 1:59pm 
cool going test my mini sub phase 3, see it it has the gusto to dive deep.
◁♠Gordo Figaro♤▶  [author] Mar 15 @ 3:58pm 
amazing @grimper !!
uli_build  [author] Mar 12 @ 1:21am 
Pressure at 3000m is roughly about 300bars, so yes, the pumps will struggle empty the ballasts
uli_build  [author] Mar 12 @ 1:16am 
Waves height partly depends on water depth, so they are affected, but still are correctly sized
Grimper Mar 9 @ 1:11am 
I tested my sub (Ulysses) on this and it works fine, surprisingly I could still pump out ballast at 3000m. I couldn't *fully* pump it out, I got ballast tanks down to like 80% from 100, but that's enough to start floating up. Of course it's much faster just to use engine power and the dive planes.
Add it to recommended subs if you think it's good enough.
msbutterfly818 Mar 7 @ 6:29pm 
IM AM NOT TYRING THE MOD LOOK AT THE RATINGS:steamthumbsdown:
msbutterfly818 Mar 2 @ 6:30pm 
does it change the waves
:steamhappy:
youngblood243 Feb 24 @ 2:09pm 
after trying over an over it seems that the modded floor still is there it is just under the actual floor and I can only get the mod to pop up with the manual stormloader version am I doing something wrong?
youngblood243 Feb 24 @ 1:57pm 
i cant get his Mod to pop up when i start the game normally and I cant get the stormloader one to work when it does pop up in the workshop mods how come?
TJPower Feb 22 @ 8:55pm 
having this enabled is causing my game to crash
Viper Feb 20 @ 4:44pm 
i like the ocean. but the ocean does NOT like me
squishy owls Feb 18 @ 10:49pm 
triggered my thalassaphobia, amazing mod
KerbanB Feb 13 @ 4:26pm 
its not working, and i did everythign right
uli_build  [author] Feb 13 @ 11:53am 
Shut ! No one was meant to notice that !
DottyShark Feb 10 @ 11:54pm 
this mod has been compacted into a box to fit into the ingame modding system, according to the top of the desc
TrisexualHellhound Feb 4 @ 2:53am 
No problem and that would be awesome! If you manage to figure it out let me know!
◁♠Gordo Figaro♤▶  [author] Jan 30 @ 11:35am 
maybe we could modify the fishing pots to hold more, and thank you very much for testing the mod with fishing.
smaggledacat Jan 26 @ 4:56pm 
this mod wont show up on my workshop mods page
TrisexualHellhound Jan 25 @ 10:53pm 
I did some experiments with crabbing with this mod; as long as you are near the seabed it seems to still work, no matter where it is. I used a submarine and put crab pots on either side, dived to the deepest parts I could find + the slopes and was able to catch lobster and crab at those depths using the submarine, and even swim outside of it to collect it. Used a Narco Sub haha.

Excellent mod and doesn't seem to conflict with it.

On a seperate note, Mod-Creator, if you know how to increase the density of the fish that swim around and can be caught by nets, and or the amount of crab/lobster that can be held in a single fishing pot that would be amazing.

If you make the mod that would also be really cool as well!
G3ry Jan 25 @ 3:26pm 
My question is that how it is affecting Crabing? I think the cages have to be near the sea floor
epinda Jan 25 @ 5:57am 
how do i activate the mod
VΞXPUNCH |Ham mafia| Jan 23 @ 6:09pm 
this is cool but i feel like its a BIT excessive like you go from shallow shores to bottomless pit in seconds and you cant use any type of anchors with this.
RAT Jan 23 @ 7:33am 
the man the myth the legend himself
RAT Jan 22 @ 2:14pm 
ah thank you for your help!
uli_build  [author] Jan 22 @ 8:05am 
@RAT XML workbench on Sawyer, Merier or Donkk will still work, other will either be overwritten by the mod's file or will overwrite the mod's, only one of the file will work, that's how modding works, which one you will have seems random on the person
RAT Jan 22 @ 2:30am 
great mod, but i only have 1 problem with it, when i use this mod my xmled workbenches go back to normal. am i missing something?
ilya-vsilyev Jan 21 @ 8:12pm 
I have no bottom
superosh Jan 21 @ 6:45am 
I did some testing.
It seems to be that "definition is_island="true" has to be set to "true", otherwise "sea_floor_height" will be ignored.

I did some tests in the arctic, far away from the islands, but sill within the ice-shelf's range.
So I was able to dive to about 2900 meters.....just to find out, that my pressurized ballast-system does not work on such depths anymore. This is realstic and kudos to Geometa for this (per accident) feature :-)

All I have sone is this (Linux):

sed -i 's/<definition "sea_floor_height="-3000">/<definition is_island="true" sea_floor_height="-3000">/g' ice_shelf_*
superosh Jan 21 @ 2:27am 
At least we would have a much bigger area for deep-diving, esp for fast subs.(arctic + its surounding ice-shelfs)

Another idea, if performance might be an issue:
So far it seems to be that the "is_island" parameter is some kind of a parent to its sub-parameters like i.e. "sea_floor_height".l

So maybe instead of true, we should try a "false" ?

Lke:
<definition is_island="false" is_purchasable="false" purchase_cost="0" sea_floor_height="-3000">

My idea is, that the "is_island" parameter makes "sea_floor_height" possible.
But when using "false", maybe...it would prevent some additional internal checks (aka valuable CPU-cycles).