Update log
Full Whiskerwood update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Store
- Gameplay
- Balance
- Server
- Compatibility
Patch #19
Got too many of an item? Want to get rid of a warehouse of stone quick? Consider researching the new advanced Ocean Dump! Hook up a belt to this nifty device and watch as all your problems drop away!
WARNING: While dilution is the solution for pollution it can have temporary impacts on localized fish populations.
Yes that is correct! We've added fully simulated fishing! Now packing a ton of docks into a pond will not result in unlimited food but instead rapid collapse of your cod fishing stocks! In contrast we've boosted the number of fish an optimized fishing dock can catch!
So gaze above your open ocean, and go catch-them-all!
Every island has a generated fish population driven by the local environment. When a fishing dock performs a fishing cycle its chance of catching anything is driven by the availability of catchable shore fish within range. This range starts at about 5 cells and goes out with weakening strength to about 15 cells.
We've known for a while that we wanted to rework the fishing docks. Fishing docks within Whiskerwood's balance exist as a powerful and easy early game source of food. Late game scaling up should require careful planning and strategy. Similar to hunting. Fishing produces a lot of food for only a little labour. To reach this proper balance we knew fishing needed a proper simulation and now we have it!
Fish populations will slowly recover. A spread out network of fishing docks can catch a vast volume of fish, but be careful to balance the distances between docks to avoid overfishing.
The item ocean dump, and pollution system, integrate with this fishing layer. Most items, and pollution, dumped into the ocean will hurt the fish population, while a few will boost fishing. Press L, the new layer hotkey, to see fish populations at any time.
For players who's save files are highly dependent on large clumps of fishing docks we've created a backup branch of the last patch. You can switch to this "Beta Branch" to keep playing with the old patch as you rework your colony to accommodate this shift in fishing. This branch is called patch18_old_fishing
A third major change is mining centric. Players who do Minecraft-style tunnel and prospecting mining should have an easier time now. We've expanded the range of vision underground so you can see further and mine fewer scouting shafts.
Daniel
Lead Programmer on Whiskerwood
| Switch to the patch18_old_fishing beta branch if your colony will collapse due to the fishing change. This branch will go away in the future, so please do take the chance to rework your fishing docks to not abuse the old fishing system. |
Changelog
v0.6.183 Patch #19
Features
Add item dump to dispose of any items into the endless ocean
Add fishing stock simulation
Rework fishing docks to operate off fish population
Simulate fishing population impact of toxic dumping and nutrient dumping
Beach and ocean floor fertility is now driven by groundwater salinity, which permeates through sandy ground. Terraforming blocks salinity flow and drained ocean floor is often quite fertile after salinity has fallen enough.
Gameplay
Increase terrain survey depth to 2 cells
Farmers will now sow after tilling on fields with rock removal active, if there are no more rocks to remove
Farmers will never sow a field with rock removal active if there are still rocks to remove
Adjusted internal priorities of some farm tasks
Add variant of Steam Booster with opposite launch direction
Replacing flooring type will no
Source
