Diod v0.1.0.19 — A way off the island Pre-alpha | 22 October 2026 Changes since v0.1.0.18 - Craft now reports 100 distinct things to make or build: 83 primary crafted products and 17 construction plans. These are served by 103 crafting/building recipes, plus three world actions. The starting archive retains all earlier knowledge; its Expedition prep collection now covers the full 100-result catalogue. - Build four-metre-wide timber bridges, bank ramps and short boardwalks. Sections snap end-to-end, record their actual foundations, require supplies and hammer work, and gain walkable decks only when finished. Start from a bank or completed deck; deep foundations, excessive slopes, overlaps and obstructed placements are rejected. - Completed crossings support the player, settlers and ridden horses with cargo carriages. Decks and railings have physical collision; water remains water below and alongside them. A genuine ridden bank-to-bank crossing records the new Roadmap achievement. - Add a carpenter workbench with paid installed tools, a covered supply store and a wooden tool rack. Nearby installed adze, chisel and auger capabilities can be used by the player or a worker at the bench; crafting still consumes its own inputs. - Build a roadside waystation with storage, bedding and a safe rest checkpoint. Add a horse shelter and water trough: parked owned horses consume stored dry grass and filled skins when hungry or thirsty, returning empty skins. Stops cannot create supplies. - The main Roadmap now continues through workshop and supply storage, crossing construction and riding to the far bank. Optional roadside and horse-care branches show useful preparations. New building icons and the expanded Expedition prep collection connect this guidance to Craft. Open Craft → Expedition prep and follow the Roadmap from expedition supplies to a workshop, a crossing and a ridden far-bank arrival. Place the first ramp from dry ground, complete it at its bank-side marker, then add paid connected sections. Use a waystation to establish a supported rest stop. The next bunker and passenger rescue remain future work. Validation linux: Focused actual-export checks cover paid construction, bridge placement/support, a horse hauling 100 kg and a settler physically crossing completed decks, water beneath decks, finite horse care, installed workshop tools, waystation rest, Craft counts, Roadmap XP, existing expedition equipment and archive/UI compatibility. An asset-only structure preview was reviewed. No full-world GPU playtest. Actual exported content/Earth/legacy-save path identity passed. No full-world GPU playtest. windows: Sequential export, native icon groups/sizes and four-part version checked. Native Windows GPU playtest pending. macos: Universal bundle identity/version and x86_64/arm64 verified. Fresh Developer ID signed, Apple notarized and stapled. Native Mac GPU playtest and fresh Gatekeeper assessment pending owner/local testing. Known issues - The second bunker, its destination, two new survivors and passenger boarding are still the next phase. This update provides crossing and roadside infrastructure, not the complete rescue mission. - Native Mac/Windows GPU appearance, scenery clearance, long natural crossings and fresh Gatekeeper assessment await owner/local testing. Bridge and camp models are an initial procedural art pass. - Timber bridge foundations are limited to 14 metres, boardwalks to three metres, and a six-metre ramp can rise or fall at most 1.5 metres. Clear obstructions, load both ends and choose low banks. There are no free bridges, terrain patches, horse swimming or full trailer suspension. - The sampled northwest Kungsholmen route is a geometry survey of the current global terrain, not a scenery-clearance guarantee. Existing saved terrain profiles retain their released shapes. - Horse stops use finite stored supplies. This does not add player thirst, weather simulation, full background livestock simulation or a global settler path planner. The Roadmap recommends milestones rather than requiring every optional item.