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Deep Sea Options 1.0.7

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   (5 reviews)

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TritonianYeti

Posted

I have not tested scrap helis, but minis and attack helis work on my server.

ManOWar

Posted

2 minutes ago, TritonianYeti said:

I have not tested scrap helis, but minis and attack helis work on my server.

Okay, that's awesome, thank you! I guess if you're flying, you're not asleep after the transition finishes? Have you tested with anyone else on the mini with you? Curious if they're asleep and fall out of the mini.

Bad Cop

Posted (edited)

3 hours ago, ManOWar said:

Okay, that's awesome, thank you! I guess if you're flying, you're not asleep after the transition finishes? Have you tested with anyone else on the mini with you? Curious if they're asleep and fall out of the mini.


Tested with vanilla minis, karuza helis and planes . Tbh i only notice the sleep if vanishing through the deepsea portal

 

 



 

Edited by Bad Cop
ManOWar

Posted (edited)

6 minutes ago, Bad Cop said:


Tested with vanilla minis, karuza helis and planes . Tbh i only notice the sleep if vanishing through the deepsea portal

 

 



 

Okay, thank you for the reply! Sorry, not sure what you mean by vanishing through the Deep Sea portal. Are there multiple ways to enter the Deep Sea other than just traveling out there and crossing through? As you did in your video.

Edited by ManOWar
Bad Cop

Posted

Just now, ManOWar said:

Okay, thank you for the reply! Sorry, not sure what you mean by vanishing through the Deep Sea portal. Are there multiple ways to enter the Deep Sea other than just traveling out there and crossing through?


Hey, no problem. I meant if you enter the deepsea while in noclip

Mounted on vehicle doesnt seem to have this behavior so all good there

TritonianYeti

Posted

Just tested a bit more with one of my admins. If you are in a seat on one of the helis, you are not asleep when you spawn in when you cross the boundary either way. If you are in the back of a scrap heli, you will spawn asleep like normal.

  • Like 1
ManOWar

Posted

8 minutes ago, TritonianYeti said:

Just tested a bit more with one of my admins. If you are in a seat on one of the helis, you are not asleep when you spawn in when you cross the boundary either way. If you are in the back of a scrap heli, you will spawn asleep like normal.

Okay, that's perfect! I appreciate you taking the time to respond and testing things!

ManOWar

Posted

11 minutes ago, Bad Cop said:


Hey, no problem. I meant if you enter the deepsea while in noclip

Mounted on vehicle doesnt seem to have this behavior so all good there

Okay, I gotcha! Yes, I have only been to the Deep Sea as an admin in noclip and was assuming (ass u me) things. lol I had a player testing with boats, and he said anyone not driving the boat was asleep after the transition. Appreciate you taking the time to respond and for creating this plugin. I'm sold!

  • Love 1
TritonianYeti

Posted

I had a question for you in terms of vehicles, I have it configured for all vehicles enabled to cross into the Deepsea.

I also use this plugin on my server: 
 


They hit an invisbile wall and get bounced back when trying to enter the Deepsea. 

I wasnt sure if it was something on this plugin that could be coded in or if it would need to be modified on the Barges plugin as I am not sure how the other plugin is coded, but would it be possible to enable them to go into the Deepsea as well? 

Thanks for the awesome work on this Deepsea plugin and the responsiveness you provide!

BetterDeadThanZed

Posted

On 2/8/2026 at 5:29 AM, WarKingz said:

Will just like to say I love this plugin but have some questions. Players are not seeing the Ghost Ships. I have set it to 6? And will it be possible to have Allow Building In Deep Sea as a permission? 

Are you using Water Bases? If so, update it. The plugin that removed water junk piles for the water bases was causing the ghost ships to disappear.

  • Like 1
Bad Cop

Posted

2 hours ago, TritonianYeti said:

I had a question for you in terms of vehicles, I have it configured for all vehicles enabled to cross into the Deepsea.

I also use this plugin on my server: 
 


They hit an invisbile wall and get bounced back when trying to enter the Deepsea. 

 

 

This one might be a problem, because it is not technically a vehicle as far as the game is concerned.

Seems more like items attached and surrounding a kayak for visuals, possibly the parented items blocking entrance with collision. I would recommend checking with Adem,  I have a feeling he would already be thinking how to change this behavior. 

 

In case of karuza's vehicles, despite consisting of many different prefabs,  they are done in a way so the game considers the whole thing to be a vehicle rather than  individual parts, they even get their own unique prefab path, hence they go through the portal just fine

 

image.png.abff53452e2f0f81026f2dc95ca34986.png

  • Like 2
TritonianYeti

Posted

Awesome, thanks for the reply!

That was kind of where my thoughts led me on it as well considering how the Barges are done and created by that plugin. I will reach out to Adem and see what he says in regards to them.

Cheers!

Arietta

Posted

Please, add respawn control of ores 

  • Like 1
DarkSilver

Posted

did anyone try using custom modules?

 

 

m.frutos

Posted

Hello,

I wanted to congratulate you on the plugin. It honestly works very well and has been extremely useful to me. You can really see the work and dedication behind it.

I would like to make a small suggestion: currently the commands are executed through chat, but would it be possible to add the option to execute them from the console as well? It would be great for me to be able to automate them and schedule them at specific times using console commands.

Thank you very much for your work.
Best regards.

  • Like 2
Arda

Posted

When I keep Deep Sea mode always enabled, players park their ships in Floating City and leave them there to stay in the safe zone, which effectively creates a non-raidable base. What can be done about this?

Tage2

Posted

Not entirely sure how t o turn off deep sea entirely.   What settings do we change to what, to have it completely off, as in, never loading at all?

Bad Cop

Posted

On 2/16/2026 at 6:42 PM, Arda said:

When I keep Deep Sea mode always enabled, players park their ships in Floating City and leave them there to stay in the safe zone, which effectively creates a non-raidable base. What can be done about this?

This sounds like vanilla behavior. I recommend submitting a report to facepunch (F7 key) but will think about some built in restrictions.

 

On 2/13/2026 at 6:46 PM, m.frutos said:

Hello,

I wanted to congratulate you on the plugin. It honestly works very well and has been extremely useful to me. You can really see the work and dedication behind it.

I would like to make a small suggestion: currently the commands are executed through chat, but would it be possible to add the option to execute them from the console as well? It would be great for me to be able to automate them and schedule them at specific times using console commands.

Thank you very much for your work.
Best regards.

Hi M.Frutos,  sorry i missed this for current update but will be added for you.

Malkizid

Posted

On 2/20/2026 at 6:31 PM, Tage2 said:

Not entirely sure how t o turn off deep sea entirely.   What settings do we change to what, to have it completely off, as in, never loading at all?

There's a full example with examples explaining how to do what you ask in the most simple and useful way.
Read the  image.png.b5d1fc49472ce29b65db1734c450733b.png

Bad Cop

Posted

9 minutes ago, Malkizid said:

There's a full example with examples explaining how to do what you ask in the most simple and useful way.
Read the  image.png.b5d1fc49472ce29b65db1734c450733b.png

Thanks manky ,  i've let him know in support, should be good hopefully! 🤞

  • Like 1
Malkizid

Posted

Oops my bad, I didn't see the support popup notification.
 

ALiEN JiM

Posted

With the latest update (v1.0.5), after a few hours of runtime my console starts spamming the error:

"Failed to create agent because it is not close enough to the NavMesh."

To troubleshoot, I began unloading plugins one by one to identify the possible cause. After further investigation, I went into the DeepSea area and found a large number of NPCs and trees floating in the water.

I force-closed the DeepSea event and uninstalled the DeepSea plugin. As soon as it was removed, the console spam stopped.

It appears the issue is caused by the DeepSea plugin not properly removing spawned NPCs and trees when the event is closed, resulting in leftover entities when the event reopens.

For now, I will revert to a previous version and continue monitoring the server to see if the issue reoccurs.

Kobani

Posted

Could someone please share an example config?
I just can’t get it to work so that the DeepSea stays permanently open and the loot keeps respawning.

It would be great if someone could share a working configuration.

 

Bad Cop

Posted

7 minutes ago, Kobani said:

Could someone please share an example config?
I just can’t get it to work so that the DeepSea stays permanently open and the loot keeps respawning.

It would be great if someone could share a working configuration.

 

Can try mine. 
 

{
  "Control - Schedule (plugin manages open/close mode and timers)": true,
  "Control - Content (plugin sets island/ghost ship/RHIB spawn settings)": true,
  "Control - Travel Rules (plugin changes what can pass through the portal)": true,
  "Control - Building (plugin enforces allow/deny building while in deep sea)": true,
  "Force apply change on plugin reload? (closes + reopens deep sea to apply spawn changes immediately. Recommend manual close/open instead.)": false,
  "Schedule": {
    "Mode (Vanilla | AlwaysOpen | Disabled)": "AlwaysOpen",
    "Open Time Seconds (vanilla wipeDuration)": 9999999.0,
    "Cooldown Seconds (time until next opening after closing)": 5400.0,
    "Final Phase Seconds (used for end weather/ramp)": 1800.0,
    "Radiation Warning Phase Seconds (entry blocked when time left is below this)": 300.0,
    "AlwaysOpen - Keep Time Left Around Seconds": 3600.0,
    "AlwaysOpen - Refill When Below Seconds": 600.0,
    "Disabled - Push Next Opening To Seconds": 9999999.0,
    "Set DeepSea Enabled Flag (restart may be required)": true,
    "DeepSea Enabled": true
  },
  "Content": {
    "Islands": {
      "Count": 6,
      "Spacing Size (bigger = more spread out)": 300.0,
      "Edge Buffer (bigger = further from outer edge)": 750.0,
      "Minimum Spacing (hard minimum distance)": 600.0
    },
    "Ghost Ships": {
      "Count": 4,
      "Spacing Size (bigger = more spread out)": 80.0,
      "Edge Buffer (bigger = further from outer edge)": 450.0,
      "Minimum Spacing (hard minimum distance)": 400.0
    },
    "RHIB Groups": {
      "Count": 4,
      "Spacing Size (bigger = more spread out)": 10.0,
      "Edge Buffer (bigger = further from outer edge)": 1150.0,
      "Minimum Spacing (hard minimum distance)": 300.0
    }
  },
  "Travel Rules": {
    "Allow Any Vehicle": true,
    "Allowed Vehicle Prefabs (If not all vehicles)": [],
    "If any vehicle, require boat type only?": false,
    "Allow Players Without Vehicle": false,
    "Allow Noclip Players": true,
    "Allow Non-Player Passengers (npcs)": false,
    "Allow Non-Player Entity Teleport (npcs)": false,
    "Allow Entry During Radiation Warning Phase": false,
    "Ignore Extra Vehicle Onboard Check (eg copter transported on boat": false,
    "Log entry/exit": false
  },
  "Building": {
    "Allow Building In Deep Sea": false,
    "DeepSea - Limit Foundations": false,
    "DeepSea - Max Foundations Per Player": 20,
    "DeepSea - GameTip: Show remaining on successful place": true,
    "DeepSea - GameTip: Show message when denied": true
  },
  "Notifications": {
    "GameTip - Deep Sea Opening": true,
    "GameTip - Deep Sea Opened": true,
    "GameTip - Deep Sea Closing": true,
    "GameTip - Deep Sea Closed": true
  },
  "Respawn (Crates/NPCs/Hackables)": {
    "Enable Respawn System": true,
    "Check Interval Minutes": 15,
    "Min Distance From Players To Allow Respawn": 200.0,
    "Respawn Hackable Crates Via Ghostship": true,
    "Hackable Crates Count": 1
  }
}

 

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