Mods / Abyssal Depths
Tags:
#Clothing
#Cosmetics
#Other
#Technology
#Utility
Authors: AladarCZ, Notpossible
Side: Both
Created: Dec 12th 2025 at 5:16 PM
Last modified: 4 days ago
Downloads: 7225
Follow Unfollow 413
Authors: AladarCZ, Notpossible
Side: Both
Created: Dec 12th 2025 at 5:16 PM
Last modified: 4 days ago
Downloads: 7225
Follow Unfollow 413
Recommended download (for Vintage Story 1.21.0-pre.1 - 1.21.6):
abyssaldepths_1.0.12.zip
1-click install
NotPossible and AladarCZ present you Abyssal Depths!
A mod which adds pressure mechanics and three tiers of suits with diving mechanics such as seabed walking and extended oxygen capacity. Hopefully eventually greatly expanding underwater gameplay.
Notes:
- Mod is still very much in development
- Development is slow due to me working on other unreleased mods
- If you want to discuss this mod directly with the devs drop by the Abyssal Depths thread in the Vintage Story discord
Currently Added:
Diving Suits
- Three tiers of diving suits
- Copper
- Brass
- Atmospheric full metal
- Each increasingly more resistant to water pressure, allowing you to go deeper
Flippers
- Three tiers of flippers
- Wood
- Leather
- Sturdy leather
- Each increasing swim speed further when worn
New Materials
Craft specialized materials and find proper schematic to craft mentioned suits
- Heavy Canvas (and its treated variants) (Historically used for diving suits)
- Waxed Cloth (Inner suit lining)
- Reinforced Plate (High tier seawater resistant material)
- Diving Gear schematic (aquirable in newly generated ruins or by treasure trader)
New Mechanics
Enjoy new perks! Defy new dangers!
- Seabed Walking
- While equipped with weighted suit parts, you will be able to walk while underwater
- Extended breathing
- While equipped with full suit of diving gear (of the same tier) you will be able to breath underwater for much longer periods of time
- Water pressure
- Beware! Going deep underwater without proper protection will now damage you! Diving Suits are necessary to go into the deep ocean. Keep in mind that going beyond the safe depth of diving suit will strain your suit! Staying too deep with an improper suit tier will result in dire consequences!
Compatibility
- Fully compatible with Combat Overhaul
- Fully compatibile with Useful Traders
- Fully compatible with Ruderalis
- Fully compatible with From Golden Combs
- Fully compatible with Purposeful Storage
Roadmap
- New light sources capable of working deep underwater
- Diving bells
- Shader overlays when wearing diving helmets
Special thanks to Sledge! For coming up with the commision and kickstarted the whole cooperation!
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
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| 1.0.12 | abyssaldepths | 589 | 4 days ago | abyssaldepths_1.0.12.zip | 1-click install | ||
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| 1.0.11 | abyssaldepths | 3075 | Jan 4th at 1:39 PM | abyssaldepths_1.0.11.zip | 1-click install | ||
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| 1.0.10 | abyssaldepths | 1252 | Dec 25th 2025 at 2:13 PM | abyssaldepths_1.0.10.zip | 1-click install | ||
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| 1.0.9 | abyssaldepths | 175 | Dec 24th 2025 at 6:21 PM | abyssaldepths_1.0.9.zip | 1-click install | ||
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| 1.0.8 | abyssaldepths | 511 | Dec 20th 2025 at 11:37 PM | abyssaldepths_1.0.8.zip | 1-click install | ||
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| 1.0.7 | abyssaldepths | 679 | Dec 15th 2025 at 6:20 PM | abyssaldepths_1.0.7.zip | 1-click install | ||
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| 1.0.6 | abyssaldepths | 63 | Dec 15th 2025 at 2:32 PM | abyssaldepths_1.0.6.zip | 1-click install | ||
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| 1.0.5 | abyssaldepths | 120 | Dec 15th 2025 at 12:29 AM | abyssaldepths_1.0.5.zip | 1-click install | ||
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| 1.0.4 | abyssaldepths | 187 | Dec 13th 2025 at 9:01 PM | abyssaldepths_1.0.4.zip | 1-click install | ||
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| 1.0.3 | abyssaldepths | 177 | Dec 13th 2025 at 12:24 PM | abyssaldepths_1.0.3.zip | 1-click install | ||
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| 1.0.2 | abyssaldepths | 147 | Dec 13th 2025 at 1:48 AM | abyssaldepths_1.0.2.zip | 1-click install | ||
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| 1.0.1 | abyssaldepths | 165 | Dec 12th 2025 at 6:48 PM | abyssaldepths_1.0.1.zip | 1-click install | ||
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| 1.0.0 | abyssaldepths | 85 | Dec 12th 2025 at 5:19 PM | abyssaldepths_1.0.0.zip | 1-click install | ||
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1.0.0 | |||||||
Nice flippers.
This mod would make collecting stuff from Salt and Sands super fun, thanks for your work 👍
Pretty dope! Looks great! Thanks for the mod guys!
Chrisinater5 Compatibility with skeletons hasnt been added, its on the roadmap though so don't worry.
Is there a way to make certain races immune to depth damage? Currently playing with the skeletons race, and it's a bit sad they take pressure damage.
Grravity Honestly I would prefer to get a team for this mod as I do have big visions for it which might be too much for a sole programmer like me, could probably do it will take a long time for all the feeatures I want to be added.
I feel like my expectations are way too high for this mod, it's an amazing idea, if you had a team or at least some help this could almost be its own genre of mods. I see a lot of comments with good ideas and almost think they need a seperate mod for each I think a trench biome, cenotes, aquifers/underwater caves, aquatic creatures with different variants as you get deeper (oar fish, sperm whale, giant squid, jellyfish...). Maybe geothermal vents that erupt and have worms that spawn on it. I've always thought some kinda subnautica/minecraft mod would've been cool and never liked any of the modpacks that came out, vintage story is a way more fitting universe with its style of horror so i think it could turn out very well. It would be so awesome to have an underwater base like subnautica in vintage story. bioshock and the calamity mod abyssal zone both kinda have the steam punk abyssal eldrich horror aesthetic that everyone loves.
function for spawning things underwater, but its empty and unimplemented.
I haven't tried to do anything in VS except adjust JSON values to my taste, so I don't know how hard it would be. But a first step, just getting some of same structures that generate on and under the surface to generate on the seafloor would be a decent first step. Like random seafloor (surface) ruins and caves. I presume the game would take care of filling them with water if they're open to the ocean above them.
As geeked as am on the diving aspects, I'd start there, with generating underwater or under-seafloor resources and structures; before trying to code more elaborate diving modalities. Or, exploration hazards (like siliting out a passage).
DeeTales I do want to add more realism eventually with oxygen tanks and such and the necessary machinery. Also I haven't dug into worldgen code but according to other devs there is a function for spawning things underwater, but its empty and unimplemented.
dog-earing this one, cant wait to see what'll be added in future updates
This is cool, and it has me wondering about adding SCUBA and rebreathers that model tank capacity, nitrogren/specific oxygen considerations, etc. Rather than pressurized suits.
Is cave and ruin generation skipped underwater? A patch to that would provide an in-game reason to be on the seafloor, or under it. As would different or even more concentrated minerals/resources being on or under the seafloor.
that middle suit is INNCCREEDDIBBLLEE!!!!!
Slikkelas Huge thanks for adding compat to your mod.
This mod is such a work of art.
Vynk Notpossible Don't worry guys, it's fixed! Turns out my mod SleepNeed and this one was having a race condition updating the MaxOxygen value.
I made a harmony patch adressing the issue, so now both mods can add increased lung capacity without interfearing with eachother. Should be bulletproof for all your future updates :)
Love the mod by the way!
Ziggylata Just as you said, it's cool. There are long term plans to add stuff to the sea so theres proper reason to go down there but right now polish is the main focus. 1.22 will also add more to the ocean so it'll be more relevant and hopefully easier to implement things into the sea then.
I mean this with absolute respect, what's the point of this? Does going underwater do anything? Are there any creatures down there? It's very cool but I can't see a purpose to it as is.
@notpossible
sorry, i assumed it was from this mod without realising real smoke adds smoke asphyxiation..
(that likely caused the o2 bar to pop up whenever it was checking for near by smoke)
Daklr_ Good point actually
Vynk Can you give me anymore specifics? Where and when does it happen?
Is anyone else seeing a blinking breath bar every so often?
i'm curious what mod could be causing this, and figured my issue could be tied to something from this mod, but i have no logs that could point to it. (just a hunch)
Cupronickel is actually very frequently used in marine settings for tools and gear due to its high corrosion resistance, you might want to include it in some recipes whether for armor or anything else. Really cool mod! I remember begging for a feature like this!
also, appreciate you modeling the ADS off one of the earliest RL attempts, as a nerd abotu rtandom history stuff!
Real_Fake_Cat I didn't think of that actually, I'll try it out and see what works better
Hmm... 'Salt and Sands' is the only mod I know off the top of my head that adds underwater content. Hopefully this mod encourages more of them.
Would you be able to swap which blocks you're looking for to calculate depth from any water to just water sources? If you exclude flowing water then that would clear up the issues with waterfalls dealing crush damage and shouldn't introduce too many edge cases outside of ones that players might create deliberately. Would also make it so if, for example, you were tunnelling under an ocean and you broke the seabed, you'd just get flushed out and wouldn't be killed unless you tried to actually swim against the current, something that I could see causing a lot of frustration later on in this mod's life.
Just an idea for you! Can't wait to see what comes of this one
wael6 Unlikely, I think that deep depths should basically kill you instantly as they do IRL, however I will add more options to the config so that people have more control over pressure damage.
icesharkk Yeah there are plans to add things in the deep ocean but later on.
are you planning on adding a reason to be on the seafloor? this mod is cool as hell but as far as i know there is nothing down ther. i suppose i should go look..
Notpossible maybe making the damage system gradual in the way that it doesn't instantly deal a ton of damage when you enter high depth pressure areas, like if you enter and leave it quickly it deals minimal damage and after like 1/2 seconds of being inside if it you start taking high amounts of damage ?
in 3 days there have been 6 updates, that's 2 updates a day!
Gantradies bro entered the waterfall of annihilation, anyway yeah depth detection is a bit of an annoyance, its kept simplistic though since since I don't want to make it performance heavy.
Notpossible quick response was appreciated-was fairly sure it was soemthing on those lines-feels like the sort of thing thats a pain to detect right without an ocean (heh) of lines
it was actually pretty funny, his words were "i.. i spontaniously combusted in the waterfall...."
Gantradies Yeah the way to detect if someones in deep water isnt fully fleshed out and has edge cases like these. I'll see if I can improve it for next patch
i will note a bit of an odd issue-
my group's been taking damage walking under a waterfall- i think its counting as a high-pressure environment?
Notpossible yay, honestly you guys are great mod devs for actually listening and being active, which is honestly way too rare from what i've seen
wael6 I'll make an issue for it and see if I can add compat
AladarCZ that is definitly what i thought the itention was but the balancing with CO was just a bit over exagerated, anyway thank you making this great mod, would be nice for the diving gear schematic to go into the purposeful storage schematic rack, it problably isn't noted as "schematic" or something like that in terms of code since schematics from other mods i have that i really doubt made special compatibility changes to accomodate for this still have their schematics fit into the racks
wael6 actually, the whole idea for the mod started by making the mk3 as a standalone armor as a part of the Echoes of the Lens series.
With that said, for Combat Overhaul users, the intent is to discurage some players from using the armor by severe stat penalties (45% walking speed penalty should make you pretty kiteable even by a fully equiped plate knight) AND high repair cost, but rewarding those who choose to endure the penalties with premium stats. So the intent to use it in battle is definetly here from the start. Crafting balance will be fixed to be closer to CO standards, that is a good point, but stats will stay above FA Plate (like Greenwich) + Chain + Gambeson combination, but only by a little (now it is really a bit more than little). It will sit on top of the pyramid of stats, but also on the top of penalties and price.
That is the desired intention for the atmospheric armor besides exploring the sea bed. I want people to be able to become a Big Daddy on the battlefield, while keeping it somewhat fair.
wael6 I'll discuss the atmospheric suit with Aladar and see what we come up with
AzuliBluespots Calbain Asiltic From Golden Combs compatibility is being looked into
egoanditspwn I thought of decompression and nitrogen narcosis when making the mod but as game mechanics they sound kind of annoying to deal with so I didn't bother with them. I'll revisit that idea in the future.
Notpossible i still do think the atmospheric suit needs a bit of a nerf with combat overhaul bc rn it is just completly op for a purpose which is definitly isn't intented to do, i think making it take all 3 armor layers could be a good nerf and make the exorbitant cost more justified since you don't have to make chainmail armor on top of the diving suit, and also i doubt you could wear chainmail or gambeson under this giant thing of an armor, i still think the cost in terms of brass ingots should be lowered just a bit, also a way to fix the problem you had with the stacking size of plates for the armor i think making it so you have to smith like 2 left and two right parts that maybe cost 5 plates each or something would be a good fix
What an amazing idea! Thanks for bringing it to life and sharing it.
There's also Waxed Linen in "From Golden Combs". Please make sure it's compatible since it's basically the same thing.
Caelthran I'll look into it
'From Golden Combs' also adds waxed linen straight up
Notpossible, AladarCZ
since ruderalis add canvas, would you be interested in making it compatible?
Asreal Thank you for the raw mats.
SoggyHotdog I did put together a raw materials list for each suit, also the suits do give protection, with the t3 suit having similar protection to steel plate (but stronger debuffs).
anyways here is your raw materials for each suit tier:
Copper:
-19 copper ingots (2 ingots for nails)
-2 lead ingots
-16 metal parts
-1 glass slab
-142 wax
-72 cloth
-56 twine
Brass:
-28 brass ingots
-2 misc ingots (nails)
-8 lead ingots
-16 metal parts
-5 glass slabs
-122 wax
-61 cloth
-48 twine
Atmospheric:
V1.0.0
-124 brass ingots
-124 steel ingots
V1.0.1-1.0.2
-84 brass ingots
-84 steel ingots
-6 jonas parts
-1 glass slab
-94 wax
-47 cloth
I havn't downloaded it yet, but based on the comments I think the design is awsome, the ingot price is reasonable. However, I am not sure about the pricing on the linen to wax ratios, assuming it takes beeswax. I love the idea of expanding underwater gameplay. Only thing that is keeping me from downloading rn is the protection and tier stuff. 😅
I think the cost of bronze/steel is reasonable even from version 1.0.0, it's the linen that would kill me lol
but I am also planning on using this with clothier's heirlooms which adds machines for automating linen production and reducing the cost a lot
wael6 you haven't even looked at the linen cost yet...
for every 1 layered heavy canvas cost 6 linen, that makes the tier 1 cost 85 linen, the tier 2 cost 73 linen, and the t3 cost 47 since it only uses waxed linen
that balancing does seem a little off given it would probably take less time to get the brass for a t2 suit while you are waiting for the flax to grow...
you may even be able to go crazy with an iron/clay mining spree and burn a rainforest worth of charcoal and farm the jonas parts for a t3 before the flax finishes growing
then again flax is pretty limited on my server given it is an ocean server so perhaps it is easier on a normal world
wael6 In vanilla the price of full steel plate is 72 ingots worth(20 chains + 16 plate), with CO the price is 32 ingots worth(16 plates). The atmospheric suit costs at 84 steel ingots(16 plates) and 84 brass ingots(16 plates) which is extremely expensive yes, its more based around the vanilla price, we can take a look at reducing the cost with CO installed. The justification for its stats is more based around how the set actually was IRL. It was a colossal suit of metal more exosuit than armour.
The Mod From Golden Combs also adds waxed linen. Can you make your mod use their waxed linen? Looks really exciting
DoktorVanBarron Compat with skeletons wasn't tested, if you want to try it go ahead and let me know what issues exist
Idea: Add two Diving Bells.
A literal one, and a bell enemy that spawns in oceans.
This totally isn't an evil idea.
Notpossible also talking about how good the atmospheric diving suit is as armor with chainmail and tailored gambeson the minimun damage resistance you could get is 96% with piercing damage and you need a longbow+steel bodkin arrows for tier 8 piercing, both slashing and blunt has a minimun of 99% damage resistance with tier 7 and 6 respectively as their max, i think the resistance could be bumped down by one tier for each thing at least bc at least in my opinion that is way too much, also minimun with full steel plate armor and the whole thing under it is 88% with piercing once again up to 96% with blunt as the max, and with the recipes still being at their base cost the whole set costs almost 2 stacks of steel ingots which precisely is 124 compared to the 72 for a full set of steel plate, also the same amount of brass but thats less important since its easier to get so i do think it should cost that much, also i'm checking the cost of a full set of steel plate armor (at least with combat overhaul i do think it changes the cost) the amount of ingots needed to make a full set is 27 ingots which is nowhere NEAR 72 ingots so that price is even more exorbitant than i thought it was so please reduce the cost even more to maybe 4/5 plates total for the helmet, like 10 plates total for the suit and maybe 6/8 plates for the leggings, i'm talking about the brass too of course
great first release!
love the sound effects and the models!
looks great! gonna try it out! are decompression sickness mechanics planned?
How compatible is this with the Skeletons mod by Maltiez?
Since playing as one you ignore breathing in exchange for having no capacity to swim at all.
Ie, would being a skeleton prevent damage from falling into the deep sea and having to walk back to shore?
I was actually thinking about space suits in vintage story. This is the next best thing! Thank you! Now i don't have to wear the beekeeper suit to pretend to be an astronaut anymore!
wael6
A full steel plate is worth 72 ingots so it should be more expensive as its better, also for now its an oversight as plates stack to 8 max, I'm making a hotfix right now but the cost will be increased again soon. Also submarines are something that I want to add in the far future.
also i think you guys should make the amount of plates needed to craft the diving suits lower because a full stack of steel ingots just for the atmospheric diving suit is a bit too much (idk if you guys forgot a plate is two ingots but if you didn't you really abused a bit on the amount)
DeviousDoge if you devs do want to make submarines and things like that i think getting in contact with pal_5000 would greatly help them since he does have some experience with making jonas machines and also he did make a motorboat mod
More focus on underwater content in VS is always welcomed. Hopefully one day we'll see truly complex gameplay there; working submarines/underwater vehicles, a full ecosystem, multiple "biomes" underwater, and lots of interesting stuff to find. :)