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0.79.00 Experimental Update. New Item Piles!

Hey everyone,

[h3]A new experimental build (0.79.00) is now live![/h3]

This build adds the ability to craft piles of items. This is part of our recent work to encourage organization and discourage players from gathering large piles of items that negatively affect performance. We know there is a reward and feeling of satisfaction from accruing large piles of stuff, so we don’t want to take that away! ‘Piles’ are an efficient way to show off your hoarding skills! See the patch notes below for more details on how to craft and use the new piles...

Have fun :)

Stay Alive!
Beam Team
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[h3]New Features[/h3]
- Added new craftable item Piles!

You can create a pile by looking at or holding an item that you have 2 or more of in the surrounding area. Use the Quick Craft menu to craft a ‘pile’ of that item, which is shown by a new pile icon in blue. Piles are free to create and store 1 type of crafting item. So far, the supported items are: Sticks, Rocks, Palm Fonds, Lashings, Fibrous Leaves, Clay and Logs. The capacity for most items is 50x, but can vary depending on the item.

You withdraw and deposit items just like a storage container. The first item stored assigns the type of pile it is. You can remove all items and re-assign a pile at any time. When you withdraw all items from a pile, it will simply disappear.

Items stored in a pile are available and can be used when crafting without having to manually remove them from a pile. Note: Pile materials will be used last.

We’re still fine-tuning the mechanics; the pile’s physics collider currently adapts to the quantity and size of items, which is nice for player collisions, but there may be some issues there if players stack other objects on top of piles…

For those interested in the tech side of things, the benefits of the new piles are:
- Faster zone loading: 1 item to load, instead of 50x individual objects.
- Batched rendering for 50x items. Rendering multiple items was batched before, but the new method is even more efficient.
- Less physics overhead! Piles are a static object with 1 collider, instead of 50x physics bodies and colliders.
- Less overhead from individual Unity GameObjects. GameObjects and Components in Unity incur a small amount of overhead to validate state and run callbacks on every instance. This all adds up, so is good to mitigate.

[h3]Bug Fixes[/h3]- Fixed glitchy Foundation placing on terrain, introduced by 0.78.02
- Fixed font missing in dev console spawner menu.
- Fixed font missing on dev FPS widget.

0.78.03 Experimental Update.

Hi everyone,

[h3]A new experimental build (0.78.03) is now live with some bug fixes.[/h3]

There were some small tweaks to projectiles to prevent the console from spamming warning logs. Please let us know if you see any odd projectile behavior from these changes.

Stay Alive!
Beam Team
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[h3]Bug Fixes[/h3]- Fixed Quick Crafter menu elements overlapping.
- Fixed Storage Containers not auto-sorting.
- Fixed Inventory displaying Storage Container button when no container had been opened. This could cause numerous buggy scenarios and unwanted transfers into a previously opened storage container..
- Fixed objects on the extremities of large islands not being saved.

0.78.02 Experimental Update.

Hey everyone,

[h3]A new experimental build (0.78.02) is now live with some more quality-of-life fixes, Inventory changes and an important fix for the Aircraft Carrier.[/h3]

This build features some changes and improvements to the Inventory mechanics. We recognized that the idea of your hands acting as an extra ‘slot’ for your held item and not being visible in the inventory was confusing. This mechanic also made it difficult to transfer held items into storage. Now the item you’re holding is displayed in the first inventory slot. The slot to the left of this is reserved for other inventory actions, like empty hands, or navigating between storage.

We’ll be tweaking storage mechanics as we look at ways to encourage players to use storage more often. This is our preferred way to deal with players gathering large piles of items--which tanks performance. We don’t have any restrictions on the number of items you can gather and craft so it’s quite easy to do. So, we’ll be improving and making it more convenient for players to use and navigate storage. We’ll also be adding in a method to destroy smaller items that you decide are unneeded, which currently hang around wasting resources..

We found the cause of a frustrating bug where players were losing items left inside the Aircraft carrier.

We’ve also upgraded to Unity 2019 which went smoothly but let us know if you see anything strange!

Have fun :)

Stay Alive!
Beam Team
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[h3]Changes[/h3]- Increased Storage Container slots from 3  5.
- Increased Inventory slots from 10  12.
- Changed Inventory to display the item the player is holding in slot 1.
- Changed Inventory to pop an item that matches the sub-type if it can’t find a matching item of the full type, ie: a player will switch to holding a Crude spear after using all their Refined Spears.
- Changed Inventory drop action from secondary ‘click’ to ‘short press’ (only in menus)
- Changed Wood Crates to be craftable.
- Changed Wood Crates to refund materials.

[h3]Bug Fixes[/h3]- Fixed physics objects falling through Aircraft Carrier when loading, ie: Gyro parts and supplies.
- Fixed Bird Snare not snapping to terrain correctly.
- Fixed Storage pointer drawing behind slot icons.

[h3]Dev Notes[/h3]- Upgraded to Unity 2019.4.20f1.
- Reverted to Steam SDK 1.48.

0.78.01 Experimental Update.

Hey everyone,

[h3]A new experimental build (0.78.01) is now live with some fixes for the latest experimental build.[/h3]

Stay Alive!
Beam Team
--

[h3]Bug Fixes[/h3]- Fixed key bindings added in last update not being added to old, saved input settings.
- Fixed not being able to place some constructions on other constructions: Hooks, Shelves, etc.
- Fixed Wood Hook not snapping to terrain correctly.
- Fixed Container Shelf not snapping to terrain correctly.
- Fixed Projectiles breaking interaction when picked up into Backpack.
- Fixed Projectiles being destroyed when skinning pierced object.

0.78.00 Experimental Update.

Hi everyone,

[h3]A new experimental build (0.78.00) is now live![/h3]

For this build we focused on some requested tweaks and quality-of-life fixes. We had more planned for this update and were hoping to get them in, but they just didn’t make it into this update. A second round of tweaks and fixes will be out shortly!

Stay Alive!
Beam Team
--

[h3]Changes[/h3]- Changed ‘Play’ button to enter New Game menu if no save game available to continue.
- Changed Boat Motor to be usable as a rudder when out of fuel.
- Changed Medical Consumables to refund Coconut Flasks after consuming.
- Increased Meat inventory capacity from 4 to 8.
- Increased Fish inventory capacity from 4 to 8.
- Increased Fruit inventory capacity from 4 to 8.
- Added Crafter placing controls on screen when placing.
- Improved Pinned Crafting Combo display. Changed pinned crafting combo UI to display craftsmanship skill level required to avoid confusion when a player has all materials, but skill is not high enough.
- Improved Watch feedback when displaying player Skills; Removed clamped values on skill bars making it easier to monitor skill progress.

[h3]Bug Fixes[/h3]- Fixed Tutorial not resuming when re-loading. Please note this fix is not retro-active as old save files will be missing the completed objective data.
- Fixed Projectiles (spears, etc) drifting out of player hands when held.
- Fixed objects attached to Spears not saving if player holding spear.
- Fixed being able to place Craftable objects inside terrain rocks. The crafting ghost will snap to terrain rocks for visualization but placing is not allowed. Foliage does not affect placements.

[h3]Dev Notes[/h3]- Upgraded to Unity 2017.4.40f1.
- Upgraded to Steam SDK 1.51.