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Patch #14: Truss Platforms, Less Stutter, Bigger Mine carts

[p]Patch #14[/p][p]Our headline feature for this patch is one I think many players wanted without realizing: Truss platforms![/p][p]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.[/p][p]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.[/p][p]Truss Platforms come in both masonry and wooden variations. Their exact designs require research to unlock. [/p][p][/p][p]Both masonry & wooden trusses come in two varities of varying lengths to fit your needs.[/p][p][/p][p]Trusses both solve the pillar spam and open new methods of building cheaper bridges between islands. [/p][p]Daniel[/p][p]Lead Programmer on Whiskerwood[/p][p]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 :)[/p][p][/p][hr][/hr][h2]Changelog[/h2][p]v0.6.177 Patch #14[/p][p]Features[/p]
  • [p]Add new Anchored Platform and Stone Archways.  Thus allowing design of pillar-less open areas in mines, and longer bridges.[/p]
  • [p]Optimize various pathfinding scenarios to reduce long path computations on large colonies for improved frame pacing[/p]
[p]Gameplay[/p]
  • [p]Logistics workers should now better prioritize larger transfers over smaller ones.[/p]
  • [p]Increase capacity of rail carts from 3 to 6. Whiskers more likely to avoid stations with crowded platforms[/p]
  • [p]Add red mesh for pepper crop items[/p]
  • [p]Make autosaves when loaded now save under the original non-autosave filename when manually saved[/p]
[p]UI[/p]
  • [p]Improve margins on crop field information[/p]
  • [p]Add description to settings menu to communicate what terrain details does[/p]
  • [p]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.[/p]
[p]Bugs[/p]
  • [p]Fix construction site of mirrored warehouse having white icon[/p]
  • [p]Fix some pipe junctions rendering incorrect rotations[/p]
  • [p]Fix spicegrinder building icon overwriting carpenter[/p]
  • [p]Fix camera rotation impacted by time dilation[/p]
  • [p]Fix rain and snow wind direction not matching gameplay wind direction[/p]
  • [p]Fix windsock using singpost details menu[/p]
  • [p]Fix fully grown crops consuming fertilizer (nutrients above nutrient limit)[/p]
  • [p]Fix heater overdrive state not being loaded correctly from saves[/p]
  • [p]Fix some achievement progress not saving in all codepaths[/p]
[p]Acknowledgements[/p]
  • [p]Thank you to many-many players who requested gameplay methods of building large caverns with fewer wooden pillars visually blocking views[/p]
  • [p]Thank you to Marco2 on the Steam forum for reporting that the Gold Ore achievement progress was getting lost under certain save paths[/p]
  • [p]Thank you to Khemoterropy on the Discord for reporting the missing icon on mirror small warehouses[/p]
  • [p]Thank you to Richard on the Discord for reporting one of the steam pipes were 90 degree rotated incorrectly[/p]
  • [p]Thank you to several players on Discord and Steam Forums who suggested Logistics Hud workers should prefer larger transfers[/p]
  • [p]Thank you to Syrupmunster on the Discord for pointing out the margins on field tooltip imply rockiness was the sunlight value[/p]
  • [p]Thank you to Morwenna and others who reported the Carpenter building’s icons had been overwritten by the Spice Grinder[/p]
  • [p]Thank you to r4v4g3 for reporting how camera rotation was being impacted by mods which adjusted time dilation[/p]
  • [p]Thank you to Gideonstar on the Discord for reporting that random names were being generated which overwrote existing saves[/p]
  • [p]Thankyou to Kekosch on the Discord for reporting that the visual weather wind was not matching gameplay wind directions[/p]
  • [p]Thank you to gue.ngevlog on Steam forums for reporting the windsock was using the wrong details menu[/p]
  • [p]Thank you to Khemoterropy for suggesting we add a description to explain the importance of terrain and grass detail graphics settings[/p]
  • [p]Thank you to Kralmir on Discord for reporting that fully grown crops still consumed nutrients when above the nutrient limit[/p]
  • [p]Thank you to Chromy on Discord for reporting that heater overdrive wasn’t loaded correctly[/p]
[p][/p][h3]Steam Reviews[/h3][hr][/hr][p]We'd really appreciate it if you could take a moment to share your thoughts about Whiskerwood in a Steam review. Each review helps us understand what you enjoy, what you'd like to see changed, and what you'd like to see added next. It's a powerful way for you to not only share feedback with us directly but also influence what comes next in a patch. We're carefully reading through all feedback, and your opinion matters![/p][p][/p][h3]Official Wiki and Beginner's Guide[/h3][hr][/hr][p]We have some fantastic resources to help get you started on your colony building in Whiskerwood. Check out our beginner's guide and our official community wiki page to help get you the answers you need. [/p][p][/p][p]We also have a compilation of tips and tricks sourced from the community to help you out right here:[/p][p][dynamiclink][/dynamiclink][/p][h3]Join the Whiskerwood Community[/h3][hr][/hr][p]Become part of the Whiskerwood community. Join us on Discord to chat with other players, share your villages, and see what others are creating. You can also follow updates and discussions on Reddit, stay informed through BlueSky and Twitter. [/p]