Update log
Full Whiskerwood update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Store
- UI and audio
Patch #14
Our headline feature for this patch is one I think many players wanted without realizing: Truss platforms!
Until today if you built a long and tall bridge, or filled a cavern with a town, you were faced with a dense matrix of wooden supports.
Many players requested a method to control this "pillar spam". I am happy that the modding community was able to provide players a quick solution to that request while we worked on our intended full solution. Today now I am proud to announce: Truss Platforms.
Truss Platforms come in both masonry and wooden variations. Their exact designs require research to unlock.
Both masonry & wooden trusses come in two varities of varying lengths to fit your needs.
Trusses both solve the pillar spam and open new methods of building cheaper bridges between islands.
Daniel
Lead Programmer on Whiskerwood
PS: Whiskerwood is on sale for Christmas. If you've not bought it yet, please consider purchasing now. And if you've bought it but not reviewed it yet, please consider leaving a review for anyone considering a purchase :)
Changelog
v0.6.177 Patch #14
Features
Add new Anchored Platform and Stone Archways. Thus allowing design of pillar-less open areas in mines, and longer bridges.
Optimize various pathfinding scenarios to reduce long path computations on large colonies for improved frame pacing
Gameplay
Logistics workers should now better prioritize larger transfers over smaller ones.
Increase capacity of rail carts from 3 to 6. Whiskers more likely to avoid stations with crowded platforms
Add red mesh for pepper crop items
Make autosaves when loaded now save under the original non-autosave filename when manually saved
UI
Improve margins on crop field information
Add description to settings menu to communicate what terrain details does
Make the embark screen only generate non-conflicting random names to avoid overwriting saves. If all random names are used, generate a clean name using appended numbers.
Bugs
Fix construction site of mirrored warehouse having white icon
Fix some pipe junctions rendering incorrect rotations
Fix spicegrinder building icon overwriting carpenter
Fix camera rotation impacted by time dilation
Fix rain and snow wind direction not matching gameplay wind direction
Fix windsock using singpost details menu
Fix fully grown crops consuming fertilizer (nutrients above nutrient limit)
Fix heater overdrive state not being loaded correctly from saves
Fix some achievement progress not saving in all codepaths
Acknowledgements
Thank you to many-many players who requested gameplay methods of building large caverns with fewer wooden pillars visually blocking views
Thank you to Marco2 on the Steam forum for reporting that the Gold Ore achievement progress was getting lost under certain save paths
Thank you to Khemoterropy on the Discord for reporting the missing icon on mirror small warehouses
Thank you to Richard on the Discord for reporting one of the steam pipes were 90 degree rotated incorrectly
Thank you to several players on Discord and Steam Forums who suggested Logistics Hud workers should prefer larger transfers
Thank you to Syrupmunster on the Discord for pointing out the margins on field tooltip imply rockiness was the sunlight value
Thank you to Morwenna and others who reported the Carpenter building’s icons had been overwritten by the Spice Grinder
Thank you to r4v4g3 for reporting how camera rotation was being impacted by mods which adjusted time dilation
Thank you to Gideonstar on the Discord for reporting that random names were being generated which overwrote existing saves
Thankyou to Kekosch on the Discord for reporting that the visual weather wind was not matching gameplay wind directions
Thank you to
Source
