Whiskerwood troubleshooting: research, construction, water and factories
Diagnosis for idle residents, stalled research and stopped construction. Check conditions that inventory counts alone do not reveal.
Scope: Whiskerwood PC Early Access edition
Checked scope: Mouse colony management, initial settlement, taxes, education, production and logistics. Requirements vary with settings and updates; this is not a complete table of all building costs, naval systems or research.
Sources checked on: 2026-10-16
16 / 16 results
Quick stoppage diagnosis
Check on-screen warnings and requirements individually before rebuilding.
Scroll horizontally to read wide tables.
| Symptom | Check | Direction for correction |
|---|---|---|
| Construction stopped | Free residents, materials and access | Reconsider assigning everyone permanently to jobs |
| Research not progressing | Educated workers and every required material | Supply the missing tier's material |
| Factory waiting for inputs | Selected recipe and delivery route | Move required-material storage closer |
| Products not transported | Output destination, capacity and roads | Fix storage and removal |
| Cannot select workers | Education requirements | Provide corresponding education at School |
| Residents are cold | Temperature view and fuel | Check active heating coverage |
| Water facility stopped | Intake, pipes and consumers | Trace separately from steam pipes |
| Cannot pay taxes | Value of eligible resources | Do not include processed-goods stock in the payable total |
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Check every research material is present
Use Research Lab with Educated residents assigned. Higher research tiers add materials, and missing any one stops progress.
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| Tier | Material mix |
|---|---|
| Tier 0 | Planks |
| Tier 1 | Add Copper Bars to Planks |
| Tier 2 | Add Bronze Bars too |
| Tier 3 | Add Iron Bars too |
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These are research supply tiers. Do not confuse them with lab construction costs or quantities for individual research items. Multiple labs do not necessarily multiply progress directly.
Checks before redoing education
Inspect School assignments and education target.
- Distinguish guild change, craftsmanship and research education.
- Choose a teacher able to teach that subject.
- Check whether pupils already graduated and automatically left.
- Assign graduates to needed jobs so education alone does not leave them idle.
Check overlooked height differences
On three-dimensional islands, apparent closeness differs from reachable travel distance.
- Switch layer views and check mining sites' and buildings' elevations.
- Trace roads and stairs from the top to check connections.
- Inspect the return route to storage and consider a relay if it detours.
- Fix routes before adding production facilities.
Scope of this guide
Focuses on initial settlement, living needs, taxes, education and basic logistics.
Scroll horizontally to read wide tables.
| Included | Not included |
|---|---|
| Main building uses and stoppage diagnosis | All building/research costs |
| Basic production and plumbing connections | Every recipe's input ratios and speeds |
| Resident traits and School | Numerical comparison of every trait |
| Taxes and winter preparation | Detailed naval/inter-island trade walkthrough |
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Missing coverage is not filled with nonexistent factions or soldier stats. Needed information is expanded separately for the current version.
Frequently asked questions
Does education make residents faster at every job?
Not uniformly. Distinguish workplaces requiring skills from those that do not. Consider increased living expectations when assigning educated residents.
Guide values differ from the game
Check Early Access updates and difficulty settings. Prioritize current in-game costs, tax deadlines and recipes; avoid directly applying fixed procedures from different settings.