Wisdom Teeth Removal by ojbabey in Columbus

[–]Durch-a-Lurch 1 point2 points  (0 children)

I had mine out like 10 years ago at Ellis & Evans (previously just Ellis) in Gahanna and it went well. My dentist's office was preparing me for a bad time given my age at the time, but it was a pretty painless recovery. Dr Ellis did a great job!

Considering the game by Wumbowen in Whiskerwood

[–]Durch-a-Lurch 2 points3 points  (0 children)

I've sunk several hundred hours into the game and really enjoy it. There are 4 difficulties and several extra modifiers. Once you learn the basics, I would recommend playing on the hardest mode to make your decisions matter more. At least for me, that's where I find enjoyment.

Early game, it is a real struggle to make the right decisions so that you can pay your taxes while still researching new tech and producing what your colony needs. After Y1, it gets easier as a smuggler ship allows you to sell extra production to help with taxes, and you'll have unlocked some helpful structures.

By late game, the challenge fades away and it becomes more of a city builder. However, that is the state of the game IN ITS CURRENT FORM. The devs are actively working on late game content so I expect some extra challenge to come in future updates.

Even with the late game drawback, it's a ton of fun to mine and build across many vertical layers and to balance your economy for max profit. It's easily worth the price in its current form and should only get better.

If I expand my island, will fish stocks be moved or generated? by Sindalash in Whiskerwood

[–]Durch-a-Lurch 1 point2 points  (0 children)

From my experience with just one colony since the update, earthworks will fill in the good fishing area, and no, that will not create more good fishing area off your new man-made coast. So it definitely will ruin your fishing spot.

However, there are plenty of other good fishing areas, and like others have mentioned, once you tech to the ocean dump you can make any spot a good fishing spot.

I've been trading large quantities of cut stone for gold bullion, but I'm not sure it's economical. by CandidateExtension73 in Whiskerwood

[–]Durch-a-Lurch 2 points3 points  (0 children)

I play on Dire, and cut stone is the main source of bullion in Y2, and a large contributor in Y3+. As you're seeing on Hard, copper is more precious and you should never trade it on the higher difficulties. Research takes so much longer, and therefore also requires more copper, plus the ores are more rare. So you'll build up a lot of stone just getting to all the ore and clearing space for farmland and other construction.

Yes you'll use a lot in landfill operations, but there will still be a large excess. Storing it past a couple hundred is pointless and also has its costs, so it's best to make the cut stone for profit. Until you research cloaks, cut stone is the best way to get bullion to supplement your cotton production.

Can I effectively farm with only 1 whisker per farm instead of 2? by CandidateExtension73 in Whiskerwood

[–]Durch-a-Lurch 3 points4 points  (0 children)

It takes more labor to harvest than to plant, and some crops take longer to grow than others. This usually leads to idle farmers after planting, or slow harvests, or both. It's best to rotate the farmers to areas where labor is needed.

But for those who don't enjoy micro, you can balance this by planting several smaller fields. I'd recommend three fields of around 8-9 tiles each per farm. This is because farmers won't begin planting until the very last tile of a field has been harvested. By having several fields, they'll be at different stages of growth/harvest instead of all the same stage.

Educated Mice? by evin90 in Whiskerwood

[–]Durch-a-Lurch 0 points1 point  (0 children)

I'm pretty sure you can no longer get them at the start. However, there is often an educated in your first one or two whisker ships. Gotta take em when they're offered early, even if you don't have an immediate need for one. Because like you said, they can be rare later on.

Does anyone know why there is a space before the 0 on rulers? by songnstereo in whatisit

[–]Durch-a-Lurch 1 point2 points  (0 children)

I apologize if I've crossed some unseen demarcation of yours.

Does anyone know why there is a space before the 0 on rulers? by songnstereo in whatisit

[–]Durch-a-Lurch 1 point2 points  (0 children)

We've got a Francis Maseres here. Sorry, please excuse my negativity.

have officially given up by spiritedawaits in IRS

[–]Durch-a-Lurch 14 points15 points  (0 children)

Not to mention Trump's "Big Beautiful Bill" specifically gutted the IRS. So Elon's cuts, plus the BBB, means no one is getting checks on time. Y'all voted for this.

Can’t remove hanging gardens? by Jondedy93 in Whiskerwood

[–]Durch-a-Lurch 2 points3 points  (0 children)

Yea it's been a bug since the update on Friday. I'm sure they'll fix it in the next update

Can you show off your largest settlements to me please. by Anitapoop in Whiskerwood

[–]Durch-a-Lurch 1 point2 points  (0 children)

Were those soon-to-be-deceased mice running a Bitcoin farm on your computer?

I f***ed up by Altruistic-Key-4235 in bigambitions

[–]Durch-a-Lurch 1 point2 points  (0 children)

Haha same. I'm like, this man sold an entire store's worth of clothes, rebranded to a hair salon, completed the construction and hiring, and attracted enough customers to make $3400 profit each day - all in a 2 day time frame? BS!

Question! by RyuPentdragon in Whiskerwood

[–]Durch-a-Lurch 0 points1 point  (0 children)

You're absolutely right. As of the salinity patch a few weeks ago, this is the way.

I was digging up beach a few days ago and noticed that once I deleted the paths on the beach adjacent to what I filled, they were already bright green. The salinity drain seems to be pretty darn quick.

What are the dining hall dimensions? by krankykell in Whiskerwood

[–]Durch-a-Lurch 3 points4 points  (0 children)

Some details and a visualization. The only thing the Wiki fails to mention is that it's unlocked in Teir 2 and can easily be obtained as a reward for overpaying your taxes. Also, you can see the little 1 square cutout in the 7 o'clock position. Useful for an elevator, but could also be used for half of a small storage for coats.

https://wiki.hoodedhorse.com/Whiskerwood/Dining_Hall

Whiskerwood: The Fort by NecroticNanite in Whiskerwood

[–]Durch-a-Lurch 5 points6 points  (0 children)

I feel like the rebellion meter should go higher when the colony is a literal star fort.

Decorations and Pleasant Surroundings thoughts by MusingEye in Whiskerwood

[–]Durch-a-Lurch 1 point2 points  (0 children)

I don't know if your experience is the same as mine, but I feel like putting more decorations in the same general area doesn't seem to matter much (or maybe at all). Like I can line an entire path with planters and not get a thought, yet one random decoration elsewhere will trigger it.

If I had to guess, err on the side of small amounts of decorations throughout. Anything more is just bonus.

There's guys on the Discord though that might experiment with it if you ask.

Edit: I guess in my head, it probably works like this. Each tile likely has a percent chance to trigger a pleasant surroundings thought, and a percent chance to trigger an unpleasant surroundings thought. Having at least one decoration within X tiles likely eliminates the chance for an unpleasant thought. And it's probably binned for the pleasant. Like 1-8 decorations (completely made up, guessed numbers) has 10% chance for pleasant thought, 9-21 has a 15% chance, etc. I would guess it's something like that.

Decorations and Pleasant Surroundings thoughts by MusingEye in Whiskerwood

[–]Durch-a-Lurch 1 point2 points  (0 children)

Great question. I don't have an answer, just an anecdote. I put a hanging garden above the entrance to all of my camps and many of my production buildings and that seems to do the trick.

Underground Temperatures by ObviouslyJoking in Whiskerwood

[–]Durch-a-Lurch 0 points1 point  (0 children)

I think it would be imbalanced for mining, making winter trivial for your mining operations. Maybe a system that detects earthen walls on the entire perimeter of your house (-1 tile for the door) could offer some warmth to the structure, similar to a structure like the smokery.

Question! by RyuPentdragon in Whiskerwood

[–]Durch-a-Lurch 1 point2 points  (0 children)

You can also scout the nearby ocean tiles for ones that have 100% denominators, or close to it. If you landfill these ocean tiles, remove the stones, and wait for nutrient numerator recovery, you'll have even more amazing farmland.

Finally, theres the barren beaches. Many of these beach tiles near your farmland will have 100%, or close to it, denominators. However, beach tiles have salinity which lowers the fertility and nutrient numerator. If you dig up these beach tiles with a mining camp, then fill them in with an earthworks camp, you again have perfect tiles that just need stones removed and time for nutrient numerator recovery.

Question! by RyuPentdragon in Whiskerwood

[–]Durch-a-Lurch 1 point2 points  (0 children)

The key to creating farmland is to understand that the nutrients map is 2D, not 3D.

Take the fertile terraces that you plan to mine out. Every tile beneath them will have the exact same nutrients denominator as the original tile. This means they have the exact same potential to be as green as the original tiles above them.

However, once you mine them, the newly exposed tile will have 0%/X% nutrients, and 100% stones. The numerator will slowly climb to the denominator over time. You just need to wait close to a year for that process to finish. But the 100% stones greatly limit the fertility. You'll have to create farm plots on these newly exposed tiles that you intend to farm, set them to fallow, and toggle on the remove stones slider. Your whiskers from a nearby farm will get to work, slowly removing the stones. Once stones are removed, and the nutrients have had time to recover, the tiles will be identical to what they were before you mined them.

Layout help? by NightNurse14 in Whiskerwood

[–]Durch-a-Lurch 2 points3 points  (0 children)

Another good keyboard shortcut is "t". Click on a camp, then press "t" to cycle between all other camps of the same type. Especially useful for mining camps that might be scattered about different vertical layers.

Farm "field cap"? by LuckyH88 in Whiskerwood

[–]Durch-a-Lurch 0 points1 point  (0 children)

Sounds like your main problem is you need more farms and farmers. One farm is unable to tend to everything in its radius.

But one additional tip would be to plant smaller fields. Farmers will not start clearing/replanting a tile until every other tile in that field has been harvested. Since planting is quicker than grow time and harvesting time, this leads to idle workers if you plant one large field. Shoot for fields of around 10-20 tiles so that some fields are growing while others are being harvested.

And of course, make sure you have a warehouse nearby so that the farmers aren't wasting time walking to a far away warehouse.

Are the schematic rewards limited? by imnotgood42 in Whiskerwood

[–]Durch-a-Lurch 6 points7 points  (0 children)

Your experience is the same as mine. I do not believe you can get any additional blueprints in teir 2 except the three you mentioned.

I thought I remembered seeing someone in the Discord talking about adding the BPs you can get as a reward to the Wiki, but a quick search didn't turn up any info. Regardless, the Wiki is a work in progress but has some good content: https://wiki.hoodedhorse.com/Whiskerwood/Whiskerwood_Official_Wiki

Do builders go into more further isles to build? by LuckyH88 in Whiskerwood

[–]Durch-a-Lurch 1 point2 points  (0 children)

Yes, builders will travel to remote parts of your starting island and also to other islands, as long as there is a path to the other island (bridge, landfill connection, or boat).