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-Completely remade the road network in the entire game. Fixed hundreds of broken nodes, no more errors show when validating road networks! Removed many roads which were on un-walkable terrain, duplicated, or in the middle of the water.
This update will likely break compatibility with many mods, as I had to edit literally every zone in the game. I will do some testing but CATO was already incompatible with almost every cities expanded mod so this is a sacrifice I am willing to make.
It is normal that if I use Shift F12 and fix stuff in a place like The Hub the Game crashes? Shift F11 works good.
My comments after a quick inspection of the locations:
Deadcat - flying toilets at the entrance
Trader's Edge - levitating bridge
Floatsam Village - two vegetable beds block the passage between the buildings, there is plenty of room for them behind the buildings by the wall.
Dead Hive - the walls are very bad, misalignment and different heights of one segment. Why did you even change such a place?
Shark - it seems you missed this place entirely?
Fort Simion - unreasonably large and empty
I recommend checking the zone data in the folder of the mod you want to patch, then delete the conflicting zone data from CATO. This is easier than patching out conflicts in-game.
So, for others who want to move over to the update but don't want all the grind of building your base, there is NO option for keeping your base exactly as it is (except I suppose saving your buildings as a separate mod, which you can do by hitting 'Save' at the top of the F12 menu when selecting your custom mod from the list).
If you are willing to put the time back in, here's what I did to skip the grind:
- Place a building in the area where your base is/was to set an outpost marker;
- Press LShift + F12 to open the F12 menu;
- Click 'BUILDINGS' at the top to open the build screen;
- Place down all of your main buildings (don't worry about interiors until the last step);
- Press F5 and then F9 to quick-save and quick-load (so the game registers that your new buildings are a part of the outpost);
- Rebuild your base without the effort of making the required resources or building!
This DOES of course take time, as you have to place everything again, but if you're like me and you generally enjoy the process of building in this game, it is definitely a much better option than either rebuilding the base again the normal way or completely giving up on your playthrough (which, I admit, is what I did first, before deciding to put a little effort in)!
During the process of building in the F12 menu, I strongly recommend extremely regularly hitting 'CONFIRM' to make sure you don't accidentally move things you've placed and to avoid the common glitch of placed (but not confirmed) buildings disappearing.
I also strongly recommend regularly hitting F5 to quick-save and then F9 to quick-load. This will keep the game's processes fresh, such as by making it sure it keeps your outpost's "size" correct, as well as keep your progress saved.
It's important to make sure your outpost area covers your whole base, which you can see when you click on 'TOWN PLACEMENT' in the F12 menu (a blue statue signifies the middle of your base, the circle around it is what decides what is included in your outpost). The ring around the statue should increase in size to accommodate large bases automatically, but if you place a building too far away from your main cluster of buildings it's possible it won't be included unless you move the statue manually to cover it.
I hope this helps somebody! :)
However! Although I was originally disheartened by this fact, I bit the bullet and decided to completely rebuild my base from scratch using the F12 menu (since I've already built it normally once...). In just over an hour I have already placed all of the buildings and sorted out the technical issues of it being 'my outpost'!
Tomorrow I will spend a couple of hours completely remaking all of my lovingly-designed interiors. :)
Thanks for the fantastic update as always!
Being all in one is somewhat of a hold over, there was no better way to make all of the mods which this was built on compatible. I still keep it all in one because it lets me do cool stuff like fixing the road network without fear of glitches.
Was going to make a new Crunk+ collection focused on fewer simpler mods but was really liking the sound of Azamat’s faction expanded mods: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3454418477
If I have another mod that edits the same location as CATO - putting that mod after CATO won’t fix it, will it? It will just double up/mix that location with both mods edits?
This latest update should be the last for a long while, I have solved almost every issue so it is worth the update.
Import with "Import Buildings" un-checked is required.
This should hopefully be the final major update for a long time! I believe CATO is the best it can be right now.