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How to craft boat in stranded deep

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How to craft boat in stranded deep
December 07, 2018 Books 1 comment

If there’s anything you need to know about Stranded Deep we’ll make sure it’s here. Enjoy!

Crafting and Building

Stranded Deep will feature a unique physically-based crafting and building system. Great care has been taken to minimize, even eliminate, most of the in-game UI. You will be able to craft a variety of crude weapons and tools such as spears, axes, knives, bows and even crossbows. And then there’s an assortment of everyday items to figure out how to craft. You will also be able to build a diverse range of unique shelters and rafts.

Resource Management

Stranded Deep is based on an ocean environment with a multitude of small islands and atolls. There’s nothing stopping you from setting up shop on an island, but keep in mind that there’s limited resources for every island and it will be quite possible to expend them all if you’re not careful. That said, some plants will grow back if you allow them.

Priorities

In Stranded Deep, you will only be able to carry limited supplies. This will mean you have to prioritise the items you’re carrying for the task at hand. If you’re going fishing for example, you’ll only want to take your spear so you’ve got lots of room in your backpack for your big haul. There will definitely be items you do not want to lose 😉

Health System

Stranded Deep features a realistic calorie-based nutrition and stamina system. You need to be careful though, because all consumable food in the game will spoil over time, including any fruit you cut down, fish you catch or animals you kill. Salt water is also pretty bad for you, so you’ll need to distill it. If you eat food that has spoiled or drink water that is not prepared correctly, there’s a high chance you’ll experience some nasty side effects!
You are also affected by the weather around you. The sun beats down on you during the day and you’ll want to keep by a fire at night.

Advanced Animal AI

Stranded Deep features a variety of land and sea animals. From crabs and lizards to schools of fish and sharks. Their behaviors are all modeled off their real-life counterparts and will react to your presence based on their personality.

Fishing

You will be able to fish for animals with items you create; in fact it will be essential for your survival.

Exploration

Stranded Deep is heavily focused on exploration and survival, rather than the current trend of defending yourself from zombies, mutants or raiders. There’s an infinite world of different environments and structures such as shipwrecks to explore.

Graphic Content

Stranded Deep aims to be as realistic as practically possible for a video game (within reason – it’s a game, not a simulator!). With that in mind, the graphic content featured focuses mainly on survival scenarios. Some of those scenarios include killing and skinning animals and being attacked by said animals. There will however, be no unnecessary non-survival violence.

Brutal reality

If you don’t eat, you will die. If you stay in the sun and get dehydrated, you will die. If you hurt yourself and don’t treat it, you will die. If you’re silly enough to get in the way of a shark, chances are you will die. You get the picture.

Open World

The world of Stranded Deep is infinite and completely procedural from the islands to the trees themselves! Every new game will be a new experience with new places to explore, easter eggs to find and achievements to accomplish.

Co-operative Gameplay

Co-op is something that we have liked the sound of for a while and is definitely something we’re interested in. However, this will definitely be a post-beta feature if it is incorporated.

Technology

Stranded Deep features a HDR linear physically-based lighting system, enabling high-quality realistic lighting. A physically accurate atmospheric scattering model has been incorporated for the sky and atmospheric fog, along with a large range of effects including skylight global illumination, bloom, light streaks, ambient occlusion, depth of field ..and many more!
The ocean in Stranded Deep also incorporates a lot of advanced rendering techniques, currently including wave animations based off real-life wave models, volumetric fog illuminated by the sun and moon, water extinction with realistic transitions from island to deep ocean environments, dynamic caustics, sub-surface scattering through the waves and realistic blending with the shore.

A lot of time and effort has been put into the visual aspects of Stranded Deep. We want to create a beautiful game with great gameplay, one that will immerse you in the environment so you can feel the sand in your toes, the water lapping at your ankles and the hot sun burning down on you.

 

Stay Alive!

:: BEAM Team Games

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Vehicles refers to rafts and the gyrocopter in Stranded Deep.

Life Boat[edit | edit source]


The Life Raft is the starting raft obtained from the Plane Crash. It cannot be crafted or found anywhere else in the World, which makes it essentially a unique item that can only be obtained in the start of the game. It is better than the Raft in the aspect that it is more 'stable' and less likely to 'flip' when sharks attack it.

The Life Raft is equipped with a Storage Container containing Rations, Compass, and Duct Tape. It also has a deployable Sea Anchor which is used to stabilize the Life Raft and prevent it from floating away.

To 'control' the Life Raft, the user must equip the Paddle attached to the side of the Life Raft and interact with the Life Raft. This will position the user into the 'driving seat' and movement controls take over.

Rafts[edit | edit source]

The Raft can be used to traverse water easily and safely. While the Raft is less stable then the Life Boat, it is approximately 1.5x faster (2x with a Boat Motor)[1].

As of 0.09, the building system is split into bases, floors and vehicles (propulsion). The base can be crafted from Barrels, Buoy Balls, or Tires found aboard Derelict Vessels. A floor constructed from Sticks or scrap materials can then be placed on top, and a propulsion system such as the Boat Motor or Sail can then be attached.

On a raft built with a tire base, the shorter sides of the raft are the front and back. When built on a barrel or buoy ball base, the front and back are the longer sides.

Storage crates can be transported by dragging them onto the surface of the raft. They will not slide off while the raft is in motion and the character will not collide with them when controlling the raft. However, they raise the center of mass, which can easily cause the raft to flip on waves.

Rafts can be Dragged by holding . This is useful for flipping a capsized raft, or bringing a raft onto the shore.

Raft Movement[edit | edit source]

Boat Motor[edit | edit source]

The Boat Motor is a craftable Raft extension, providing the fastest Raft propulsion.
The craftable components required for the Boat Motor can be found in Loot containers.

Sail[edit | edit source]

The Sail is a craftable Raft extension designed to accompany the Rudder. Provides propulsion in the direction it is placed.

Rudder[edit | edit source]

The Rudder is a craftable Raft extension designed to accompany the Sail. Its primary function is to steer the raft.

Anchor[edit | edit source]

The Anchor is a craftable Raft extension designed to prevent movement from currents and tides.
When the Anchor is deployed, the raft is fixed into its position.

Raft Bases[edit | edit source]

Raft Bases are the foundations for rafts, and are required for Floors and Raft extensions to be placed.

Wood Raft Base[edit | edit source]

Buoy Raft Base[edit | edit source]

Tyre Raft Base[edit | edit source]

Barrel Raft Base[edit | edit source]

Raft Floors[edit | edit source]

Raft Floors are the foundation for Raft extensions such as the Sail. They can only be placed on Raft Bases.

Driftwood Raft Floor[edit | edit source]

Wood Raft Floor[edit | edit source]

Plank Raft Floor[edit | edit source]

Corrugated Raft Floor[edit | edit source]

Clay Raft Floor[edit | edit source]

Gyrocopter[edit | edit source]

The gyrocopter is a flying machine, similar to a helicopter. It allows the players to fly around, to and from Islands. Uses a substantial amount of fuel.

Lost Survival: Stranded Deep of Bermuda – is a game of a simulator genre with survival and sandbox elements. Start your survival on a boat in the Open Ocean. It's up to you to become a slave on a raft or to a king of craft!.

...
Stranded Deep - spraycanmansam | Beam Team Games


Hi everyone,

A new stable build 0.22.00 has just been released!

This build transitions our latest work on the experimental branch to the stable branch.
There’s new Crafting and Inventory menus, new Tanning Rack and Loom stations, new Rawhide and Leather items and other stuff!

New Inventory Menu
New Crafting Menu, Tanning Rack, Loom, Rawhide and Leather

Have fun and happy holidays!

Stay Alive!
:: Beam Team
--

0.19.01-0.22.00 CHANGE LOG
- Fixed possibility of entered world seed not matching saved world seed due to value clamping incorrectly.
- Fixed fall damage occasionally calculating distances incorrectly. This should fix players dying from randomly flying in the air until we figure out what is causing the issue!
- Fixed allowing players to update a map you’re saved on via the update map dialogue which would clear the save data for that map.
- Fixed possibility of not being able to pick up an item in your free hand when inventory full and item didn’t match any types stored in the inventory.
- Fixed possibility of opening crafting menu, inventory or watch when operating Raft causing various incorrect behaviour with held item.
- Fixed being able to drop your hidden held item when operating the Raft.
- Fixed being able to drag Fruit and Coconuts when attached to trees.
- Fixed items attached to other structures (like Buckets) being used as crafting materials.
- Fixed Palm Top display name changing to ‘Log’ when separated.
- Fixed Sharks occasionally colliding with rafts unintentionally.
- Fixed Sharks spawning outside of a zone biome.
- Fixed Sharks roaming under islands.
- Fixed Sharks attempting to reach Players on land.
- Fixed Sharks taking double damage.
- Fixed Sharks exploring deeper than intended.

- Improved Players movement in water, more fluid.
- Added new mechanic to press [Space] to begin climbing a tree.
- Reduced size of Tarp item by 50%.
- Reduced Boat Motor Engine volume.
- Changed Crab to yield 1 small meat instead of 1 medium meat.
- Added experimental ability so Sharks will attack Rafts (A shark will dive down signalling an imminent attack).
- Added ability for Sharks to respawn over a period of set hours/days.
- Added new Shark follow and dynamic spawner for areas outside of zone bounds.
- Added new Shark patrolling system with adjustable territory.
- Added Shark patrolling spawners to map editor (adjustable territories will come in future).
- Added ability for Sharks to be aggressive on first Player encounter.
- Removed Shark health regeneration.
- Increased chance for Players to encounter sharks.


- New Crafting Menu!
- New Inventory Menu!

- New Tanning Rack station!
You can now craft a Tanning Rack. The Tanning Rack is used to turn Rawhide into Leather. The Tanning Rack is a crafting material and will be included in your available crafting materials if the station is within your crafting radius. Rawhide can be obtained from skinning Boars, Tiger Sharks, and Great White Sharks which can then be crafted into Leather for crafting more advanced items. Refined tools now require leather.

- New Loom station!
You can now craft a Loom. A Loom is used to craft Cloth from Fibrous Leaves. Cloth will eventually replace Tarps for most crafting combinations.

- New Raw Hide item!
- New Leather item!
Stranded Deep - spraycanmansam | Beam Team Games


Hi everyone,

A new experimental build 0.20 has just been released!

This build features a new Crafting Menu, Loom, Tanning Rack and more!

The new Crafting Menu is the replacement for the larger crafting menu. Please note that it is not the new ‘Quick-craft’ crafting menu that will be coming soon. The new menu displays and organizes combos and materials much nicer and cleaner than previously. The new menu will also auto-select the required tool for the crafting category if it’s available in your backpack (for building, farming, etc). This means no more forgetting to equip the tool and having to awkwardly close the crafting menu, equip the tool and reopen the crafting menu. Crafting as a whole should be cleaner and a little quicker.

There’s also the new craftable Loom and Tanning Rack stations. These stations are standalone items like your Campfire and will also appear as ingredients for some craftable items like Cloth and the new Leather item. If one of these stations are within your crafting radius, they will count as a crafting material and you will be able to craft the more advanced items. Along with these two new stations are two new items - Rawhide and Leather. Rawhide is obtained from Boars and Sharks. With a Tanning Rack you can use the Rawhide materials to craft Leather in the Crafting Menu. Similarly, you can use the new Loom to turn Fibrous Leaves into Cloth. The crafting combos have been revised to use the new Leather material for most of the refined tools.

There’s also a new and better Shark spawning system with more consistent placement and spawning. We’re playing with some more interesting and dynamic Shark behaviours, like Sharks attacking your raft if you attack them!

Have fun!

Stay Alive!
:: Beam Team
--

- Fixed fall damage occasionally calculating distances incorrectly. This should fix players dying from randomly flying in the air until we figure out what is causing the issue!
- Fixed allowing players to update a map you’re saved on via the update map dialogue which would clear the save data for that map.
- Fixed Palm Top display name changing to ‘Log’ when separated.
- Fixed Sharks occasionally colliding with rafts unintentionally.
- Fixed Sharks spawning outside of a zone biome.
- Fixed Sharks roaming under islands.
- Fixed Sharks attempting to reach Players on land.
- Fixed Sharks taking double damage.
- Fixed Sharks exploring deeper than intended.

- Revised Crafting combination materials.
- Improved Players movement in water, more fluid.
- Reduced size of Tarp item by 50%.
- Reduced Boat Motor Engine volume.
- Added experimental ability so Sharks will attack Rafts (A shark will dive down signalling an imminent attack).
- Added ability for Sharks to respawn over a period of set hours/days.
- Added new Shark follow and dynamic spawner for areas outside of zone bounds.
- Added new Shark patrolling system with adjustable territory.
- Added Shark patrolling spawners to map editor (adjustable territories will come in future).
- Added ability for Sharks to be aggressive on first Player encounter.
- Increased chance for Players to encounter sharks.
- Removed Shark health regeneration.


- New Crafting Menu!

- New Tanning Rack station!
You can now craft a Tanning Rack. The Tanning Rack is used to turn Rawhide into Leather. The Tanning Rack is a crafting material and will be included in your available crafting materials if the station is within your crafting radius. Rawhide can be obtained from skinning Boars, Tiger Sharks, and Great White Sharks which can then be crafted into Leather for crafting more advanced items. Refined tools now require leather.

- New Loom station!
You can now craft a Loom. A Loom is used to craft Cloth from Fibrous Leaves. Cloth will eventually replace Tarps for most crafting combinations.

- New Rawhide item!
- New Leather item!
Stranded Deep - spraycanmansam | Beam Team Games


Hi everyone,

A new stable build 0.19.00 has just been released!

This build transitions our latest work on the experimental branch to the stable branch. If you haven’t been following the progress of our experimental branch, here’s some of the new features included:
New Procedural Island Loading, new Discovery Fog, new Trees and Bushes, better Island generation, new Furniture including Tables, Chairs and Shelves, new Fire Torches, new Hooks, new Main Menu design ...and more!

One of the large new features is the new Progressive Loading system! This is a huge feature. Loading an island is now spread out across multiple frames to minimize the performance hit. This drastically reduces the loading hitch when approaching an island. You will see a small decrease in fps as some CPU power is used to load in all the new objects progressively, but this is still much better than the single large hitch. This had been getting worse as time went on as more objects were added and particularly as island sizes got larger - something that we hadn’t really planned for or ever intended. We’ll still be keeping islands on the smaller size as that was our plan, but the overall experience of traversing between islands is much smoother now.

When playing this build hopefully you will be able to see why we’ve been working on the things we have been – The new terrain billboarding system, the new discovery fog and the new progressive loading all work together for a much nicer and more polished experience overall.
We know work on these core systems is admittedly not as exciting as general content, but the end result is that loading hitches are minimal and islands don’t pop in anymore - That’s a huge improvement and we’re pretty happy about it :)

We don’t want to repeat ourselves too much from previous patch notes so check out the patch notes for the latest experimental builds which go into more detail about the new features:
Progresive Loading, Discovery Fog and New Trees
New Main Menus
Custom Map Fixes
New Furniture, Fire Torches and Hooks

If you have been following the experimental branch, this build features more work on the new main menu UI including a new notification system. We’ve also included a new rudimentary tutorial to go over some basics when you first start the game. The tutorial is optional and can be turned off in the gameplay settings. This is a temporary tutorial until the new intro/tutorial is completed. We’ve included the patch notes between the last experimental branch for consistency.

Also, if you’re having any problems with the game please check out our new troubleshooting guide.
Have fun!

Stay Alive!
:: Beam Team
--


0.16.H2 - 0.19.00 STABLE CHANGE LOG
- Fixed multiple items missing shadows.
- Fixed Custom Map objects not loading correctly.
- Fixed Custom Maps loading physics objects incorrectly.
- Fixed dialogue buttons going off screen from map loading error messages overflowing.
- Fixed chance of getting stuck in menus when a dialogue window would obscure another dialogue.
- Fixed dialogue input fields accepting a seed value larger than supported.
- Fixed dynamic Terrain Billboards not unsubscribing from zone owner when pooled, causing some distant billboards to turn off incorrectly.
- Fixed Raft crafting ghost knock objects around.
- Fixed objects ‘moving’ incorrectly when picking off Spears.
- Fixed Sun appearing as a ‘cone’ at certain times of day.
- Fixed Sun reflections not aligning with Sun when moving away from starting zone.
- Fixed Grass generating on Sea Forts.
- Fixed player walking and floating on fish while swimming.
- Fixed Dragging and flying on Rafts, Logs, etc (not including Sharks).
- Fixed unable to drag capsized Rafts on rare occurrence.
- Fixed door spawning inside wall on Sea Fort.
- Fixed Loot spawning percentages. Loot containers will 100% spawn an item now.
- Fixed no feedback animation when drinking from a Coconut.
- Fixed Intro end sequence explosion audio.
- Fixed Stingray hitboxes when spearing or shooting.

- Reduced the game’s Memory footprint by almost half.
- Improved creation and loading times of Worlds and Maps significantly.
- Reduced overhead for detection of a Custom Map when loading a zone’s objects.
- Reduced overhead when creating items when loading back a zone.
- Reduced overhead when loading back interactive objects.
- Reduced overhead when connecting raft pieces.
- Revised mechanics for Fruit to pickup to remove from trees instead of interact.
- Revised mechanics for Spit to pickup to remove attached object instead of interact.
- Revised mechanics for Water Collector to pickup to remove attached object instead of interact.
- Improved Dragging responsiveness.
- Improved Ladder climbing mechanics.
- Adjusted Cliff Rock texture to blend better with other rocks.
- Added large Cliff Rocks generating on larger islands.
- Added Ladder rotation support. You can now climb tilted palm trees.
- Added a dialogue to select existing or random world on New Game.
- Changed collision layers for building to allow placing on terrain details like rocks (use with caution).
- Changed collision layers so animals now avoid large cliff rocks.
- Disabled toggling Fullscreen mode in game.
- Reduced Bat and Seagull audio by 50%.
- Reduced player footstep audio by 20%.

- Added new Progressive Loading functionality!
Loading in a new area is spread across multiple frames to lower the performance hit. At this stage, travelling via a raft with a boat motor may still cause some hitches. This is because they are the fastest means of travel and we need to tweak the system based on that. Every other method of travel – swimming, life raft and sail raft should all be much nicer.

- Added new Discovery Fog system!
Undiscovered areas of the world will remain shrouded in the atmosphere until you discover them, lifting the fog and revealing the area. Any areas that you have discovered will remain visible and help you navigate. You will still need to keep track of your travels as undiscovered areas can obscure discovered areas.

- Added new Soilmap system!
Foliage should generate in a more natural form with vegetation layers. Pines will surround cliff faces to create a forest while palms surround the outer layers of the forest. Younger plants will spawn on the outside of forest borders.


- New Main Menu UI
At this stage it’s very much a work in progress and not complete. One change you will notice is that there is no more ‘My Game’ option. We realised that this screen could be too overwhelming for new players who just wanted to get into the game. The world editing functionality from the previous ‘My Game’ menu and map editing from the previous ‘Map Editor’ menu have now been combined into the new ‘Cartographer’ menu. From the Cartographer you can customize your world, create a new world and create and edit maps like you used to. The new menu layout is hopefully clearer and more concise.

- New Notification System.
- New temporary Tutorial.

- Added new Columnar Pine tree!
- Added new Young Columnar Pine tree!
- Added new Coca bush!

- Added new craftable Wood Shelf item!
- Added new craftable Plank Shelf item!
- Added new craftable Corrugated Shelf item!
- Added new craftable Wood Chair item!
- Added new craftable Wood Table item!
- Added new craftable Plank Chair item!
- Added new craftable Plank Table item!
- Added new craftable Corrugated Table item!
- Added new craftable Fire Torch item.

- Added new craftable Wood Hook item.
Allows any attachable item to be attached. Useful for attaching lanterns and fire torches.

- Added game version validation to maps.
- Patched to Unity 5.4.1p4
---

0.18.03 - 0.19.00 EXPERIMENTAL CHANGE LOG
- Restored Deep Sea biome.
- Restored Sea Forts in Deep Sea biomes.
- Restored Whales in Deep Sea biomes.
- Removed Snakes from Small Island Biomes.
- Removed Boars from small Island Biomes.
- Increased Young Palm and Yucca generation for Small Island Biomes.
- Reduced Bat and Seagull audio by 50%.
- Reduced player footstep audio by 20%.

- Fixed possibility of loading a physical object with no rigidbody causing errors.
- Fixed Grass generating on Sea Forts.
- Fixed player walking and floating on fish while swimming.
- Fixed Dragging and flying on Rafts, Logs, etc (not including Sharks).
- Fixed unable to drag capsized Rafts on rare occurrence.
- Fixed door spawning inside wall on Sea Fort.
- Fixed Loot spawning percentages. Loot containers will 100% spawn an item now.
- Fixed no feedback animation when drinking from a Coconut.
- Fixed Intro end sequence explosion audio.
- Fixed Stingray waypoints causing them to leave a Biome.
- Fixed Stingray hitboxes when spearing or shooting.

- More Main Menu UI
Continued work and revisions to new main menu layout and design.

- New Notification System.

- New temporary Tutorial.

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Hey everyone,

A new experimental build 0.40.01 is up!


The new 0.40.01 update has been up on the experimental branch for a few days now. It adds a new Fishing Rod and Bobber, a completely new Fish System, a revamped Life Raft, restored Paddle and more!

This update features the new Fishing Rod and Fish System! You can now craft a Fishing Rod and use it to catch fish! Fishing is a completely new game mechanic where you cast your line towards a group of fish, wait for a bite and then begin the struggle to reel it in! The Fishing Rod requires the new Bobber item to be used, similar to the how the Bow uses Arrows.

The Fish system has also been completely overhauled and is more efficient. There is only one fish in this update for basic testing of the new fishing mechanics. The fish have very basic AI so expect some unusual behaviour. The revamped fish system has been created to support large fish flocks which will be coming next update. Spear fishing is not supported in this build.

We’ve majorly pimped your ride for this update. We heard you like paddles, so we’ve restored the Paddle as a physical item and it also has a new dedicated attachment on the Life Raft to stow it away so you don’t lose it. We’ve added a new Storage container to the Life Raft which is filled with basic supplies when starting a new game. This will make it easier for us to balance the game, while not making it too difficult in the beginning. There’s also a new Sea Anchor item fitted to the Life Raft which you can deploy to prevent the raft moving position. 

Sails have been split into separate Sail and Rudder components. A Sail adds forward propulsion, while a Rudder controls the direction. A raft will now begin moving whenever a sail is raised. There is a new wind and ocean current system coming in the next update - just didn’t quite get it finished before the xmas/ny holidays. It features much more realistic sailing, including using the wind, tacking upwind, etc. The Sea Anchor will also come into full effect once the ocean currents are fully implemented. For now, we don’t recommend using multiple sails at once as it could result in some unusual glitches.

Eating too much of the same food within a small window can now cause Diarrhoea. Eating and drinking Coconuts and eating Potatoes are the only foods that cause Diarrhoea for now.
You will need to discover how much you can eat over a period of time. Once enough time has passed since you last ate that kind of food, you can go back to eating it again. 
Diarrhoea and Vomiting instantly removes one bar of fluids from your vitals. If you get Diarrhoea, it will completely deplete your fluids within 1 game hour, at which point you’ll get the Dehydration status effect also. So it will be important to manage your fluids during that game hour if you get Diarrhoea!

In other development news, we’ve teamed up with the guys from OnlySound to produce more immersive and awesome sound effects which should start appearing in the game soon. We’ve also got some more exciting collaborations that we’ll update you on through the year!

Note: We fixed a few shenanigans from the previous input update. Please reset your input to defaults before reassigning new custom inputs as they could load back incorrect assignments.


Note: For those of you that the caught the early release of 0.40.00, we’ve removed the new brutal mode, where logs and palm fronds weren’t splitting ;)


Have fun!

Stay Alive! 
:: Beam Team 
--

BUG FIXES

- Fixed Player being able to continue eating when about to Vomit or Poop.
- Fixed scenario where Vomiting would stack, breaking movement controls.
- Fixed Tooltips being left behind onscreen when Crafting menu closed.
- Fixed Containers staying ‘open’ if opened and then switched to Inventory storage.
- Fixed Inventory opening after closing Storage when ‘Toggle Radial Menus’ setting is enabled.
- Fixed not being able to assign modifier keys in Input settings (right shift, right ctrl, etc).
- Fixed Input reassigning removed bindings to first controller element instead of ‘none’.
- Fixed Input not reverting to previous input bindings when cancelling recent input changes.
- Fixed Input options menu being set to dirty when first selected.
- Fixed Input error when assignment timeout.
- Fixed Fish possibly floating above ocean from player movement in some cases.
- Fixed Underwater Audio continuing after death.
- Fixed Boat Motor not moving backward.
- Fixed Player not crouching when using Boat Motor.
- Fixed Gyrocopter compass showing wrong heading.
- Fixed Gyrocopter not turning off.
- Fixed Camera snapping when interacting with vehicles.
- Fixed being unable to pickup Pipi and Potato farming plants.
- Fixed Pipi plant display name when planted.
- Fixed floating Farming Plants.
- Fixed medical Breath Boost unable to be consumed.

CHANGES

- Restored Paddle as a physical item.
- Added support for multiple players to control and ride on Vehicles
- Added unique Action Descriptions when interacting with items, i.e. Hold to Refill, Open, Operate, Attach, etc.
- Improved object layout when splitting Splittable objects.
- Renamed Coconut Half to ‘Coconut Food’.
- Renamed Coconut to ‘Coconut Drink’.
- Changed Green Coconut to require hitting to ‘open’ again.
- Changed Coconut to split into Coconut Food when hit or thrown with force again.
- Changed Coconut to give you Diarrhoea when too many are consumed.
- Changed Coconut Food to give you Diarrhoea when too many are consumed.
- Changed Potato to give you Diarrhoea unless cooked.
- Changed Palm Top to give you 5 Palm Fronds instead of 4.
- Adjusted Boat Motor and Gyrocopter engine volume.
- Updated Smoker model.
- Changed Sailing mechanic to require a Sail and Rudder.
- Changed Spear Animations.
- Changed Stick Farming Plot model.

NEW FEATURES


- Added new Fishing Rod and Fishing Rod Bobber craftable items!

- Added new Fishing Mechanic!

- Added new Fish system!
Better quality, more efficient fish animation.

- Added new Diarrhoea status effect!

- Added new Life Raft model.

- Added new Sea Anchor to Life Raft!
Damps ocean movement. Will come into full effect with the addition of ocean currents.

- Added new Storage to the Life Raft!

- Added new attachment to the Life Raft to stow a Paddle.

- Added more realistic Raft Paddling.
The player now sits more forward on the Raft and controls it as you would in real life. Your forward controls move the raft forward as usual, however to change direction you need to rotate your raft by paddling left and right.

- Added new Raft Rudder craftable item!
- Added new Sail model.

- Added new Food Ration Tin food item.

DEV NOTES

- Added much better quality Dither fading.
- Optimised Splittable objects.
- Optimised input and physics for Vehicles that aren’t being operated.

That's how long it's been since I last wrote about Stranded Deep [official site] . And why, in the name of all the universe, can I not craft a boat?.

Island paradise? Stranded Deep reaches its not-so-terrible twos

Any experience that kicks off by tasking me to make a martini is fine in my book. However things quickly go from cocktails to castaways in Stranded Deep, the Early Access project that’s pretty much Bear Grylls: The Game. Dumped on a procedurally generated desert island, you start with a knife, a lighter, and a very strong sense of your own infinitesimal tininess among the cosmos. You simply have to live for as long as possible.

In the full release there will likely be some kind of ‘get rescued’ endgame, but at present you just need to indulge your inner Tom Hanks and fish, build and scavenge in order to survive. There are two main mechanics at play: crafting and building. You can craft things like fire pits and crude tools, and then build beds, boats and even modest huts. All of this is vitally useful because should you become sleep deprived or soaked through in the often inclement weather, then you’ll likely die. Well, you’ll probably die sooner or later anyway, but these things tend to bring it on even quicker.

But your world doesn’t end with the shores of your own private island. For starters, you can paddle or swim your way across to neighbouring outcrops of land should you need to tap them for crafting resources such as sticks and rocks. More interesting, though, are the various shipwrecks you can explore and loot for treasures of a relatively high-tech nature.

Locked away inside these sunken vessels you can find axes, machetes, harpoon guns, diving gear, flashlights, morphine and even motor parts that could enable you to build your own boat. Scavenge enough and you can live your very own life of Riley on your palm-lined paradise… albeit one in which you’re constantly sunburnt and subsist on nothing but crabs and coconuts.

Stranded Deep does have its issues, including a clunky crafting/building system, a total lack of player guidance (be sure to dip into online guides), and no set objectives or way to win. But the systems are in place to ensure that this is a survival break that you’ll enjoy much more than that week in Butlins with your Mum and Nan.

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Joel Gregory

Editor of GamesMaster magazine, Joel's passions include listening forlornly to The Smiths, drinking to forget, and staring into space wondering where it all went wrong. He also enjoys regularly respiring, and converting food intake into muscle energy.

how to craft boat in stranded deep

WATCH THE VIDEO ON THEME: Stranded Deep - Raft and Sail Crafting - S3E03 - Let's Play Stranded Deep Gameplay

Take the role of a plane crash survivor stranded somewhere in the Pacific Ocean. Come face to face with some of the most life threatening scenarios that will.

how to craft boat in stranded deep
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1 Comment
  • Ketaxe

    KetaxeDecember 08, 2018 9:45 PM

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