XCOM 2
[WOTC] Better Laboratory
39 Comments
Murdock 15 Nov, 2024 @ 6:28pm 
Thank you, kind sir. *tips fedora
Murdock 15 Nov, 2024 @ 10:16am 
If I want to mess with the rebate values, where can I find XComBetterLabs.ini ?
zin 5 Apr, 2023 @ 2:37pm 
What is the mod that adds laboratory slots (the ‘4 lab slots mod’)?
SportyHeadShot 29 Mar, 2023 @ 10:04pm 
LWOTC? probably not
ZJwh5S 19 May, 2022 @ 8:07pm 
@Deacon Ivory
Thanks. I didn't get a notification for your comment and just saw it. Coincidentally, I just found out about Alpha's Workshop mod a few minutes ago and downloaded it.
RustyDios 21 Apr, 2022 @ 5:59pm 
@Anisotropic
Hi ! I'm working on an upcoming mod to replace the Laboratory with a new facility and was looking for compatibility with this mod. For that to happen I'd need you to expose the facility name to config and was wondering if this is possible at all?
BL_TechWrapper.uc, line 46 ; LabFacility = XComHQ.GetFacilityByName('Laboratory');
Deacon Ivory 24 Nov, 2021 @ 8:00am 
@ ZJwh5S A bit of a late reply but for anyone who is curious, there is actually a mod for the workshop: Alpha's Workshop Overhaul https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2450706289 , and both of them work well with Facilities+ https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1933622888 . FWIW all three of these mods work with Psionic Ex Machina as well https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2222545926 .
ZJwh5S 20 May, 2021 @ 8:18pm 
Good mod. Is there a similar mod for Workshop?
Dragon32 6 May, 2020 @ 7:13am 
@Kevin from HP Customer Service
1 - IIRC, the only changes are those in the Description. There's no change to research speed etc.
2 - Get back to work
Kevin from HP Customer Service 6 May, 2020 @ 3:19am 
I don't know if the modder is still active, so if ANYONE can answer me:

Do the labs still give the vanilla research speed and breakthrough research bonuses, or do those get overridden? I'm tweaking the mod values and with this information I'd tweak accordingly
评论都不让发没意思 27 Feb, 2020 @ 10:41pm 
更好的实验室:建造实验室后,研究科技会有一定回扣,且随着实验室升级回扣增加;研究线索得到的情报量增加,同样升级效果增加。
The Guy with Lag 23 Feb, 2019 @ 10:33pm 
is it compatable with lab+ by oni?
KILLERm12 20 Jan, 2019 @ 12:04pm 
Awesome, thanks!
SGMRock 20 Jan, 2019 @ 7:18am 
@KILLERm12 they seem to work together I started using them together a couple days ago on a new play through.
KILLERm12 13 Jan, 2019 @ 5:13pm 
Theoretically is this mod compatible with the "Laboratory Already Better" mod by Oni?
Sir Luis 16 Aug, 2018 @ 8:19pm 
can you add to the lab 4 slots thats increases a soldier will by +3 every 10 days?
Dragon32 18 Jan, 2018 @ 11:01am 
@Siven:
Change it in XComBetterLabs.ini
Siven 18 Jan, 2018 @ 8:54am 
This would be a great mod if the rebate cost was lower to be more balanced.
Vaeringjar 17 Sep, 2017 @ 6:40am 
I must agree. I had an inspired intel datathingy get me 90 intel, and then the lab gave me 80 more on top. The mod itself is great though.
atletikus 17 Sep, 2017 @ 5:27am 
I agree with those who prefer a more toned down version. Labs are crazy overpowered now. I have hundreds of intel a few months into the game. Also there is a bug when you get lab bonus from research, you don't get notified of new research or breakthroughs.
Black Raven 14 Sep, 2017 @ 9:54am 
quite like the idea beind the mod so I subbed but edited both materials & intel down to 10% and 20%, I prefer a subtle improvment
arti_llery 11 Sep, 2017 @ 7:16pm 
@RainingMetal look at More Avenger Power mod. It's been quite handy.
RainingMetal 6 Sep, 2017 @ 3:41pm 
There's so little room to build in WOTC now that many new facilities are added. I may look into a way to increase the Avenger's power reserves, or increase the power output from Power Relays...
Dragon32 4 Sep, 2017 @ 9:59am 
@R2_Opus2:
Crap. Clicked on the link, read it and then immediately thought it was another mod. Apologies.
R2_Opus2 3 Sep, 2017 @ 11:21pm 
@Dragon - Technically, that mod only switched around engineer/scientist requirements for those buildings, I didn't notice any added slots. However, I'd sure like to know how to do it because I would like to do it to multiple facilities for both WotC and LW2 (all training, officer stuff etc).

Both of these versions for the game require deeper rosters and so I'd like to recognize that a little more fully (just look at all the room for people spots in the ant farm view). Imagine not one pair of bond training but 3, or 3 covert ops at one time instead of one etc. The functionality of these things came to me second. To be honest, I wanted a way to do something about late game engineer people spamming up the ant farm view.
Dragon32 3 Sep, 2017 @ 1:23pm 
@Vaeringjar:
From the Description:
This mod should be compatible with any mods that add more lab slots
Vaeringjar 3 Sep, 2017 @ 1:14pm 
Nice to see it updated. However, is it compatible with (linked) ?

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1123056484
Dęąth Viper 3 Sep, 2017 @ 12:11pm 
I looked at the files and yeah you can increase the chances of a breakthrough very easily... Im sorry
Bladesuun 3 Sep, 2017 @ 10:38am 
@Anisotropic Absolutely agreed on all fronts.
Dęąth Viper 3 Sep, 2017 @ 10:00am 
yeah it is. sorry I havnt looked into the modding tools of the new DLC still downloading the 60 gigs of new shit O_O
Anisotropic  [author] 3 Sep, 2017 @ 9:59am 
@Shaddowlight, yep! But once you have the lab, why not put scientists in it? The research speed bonus is still there.

@frizz: It doesn't? I thought the game said the lab increased breakthrough chance. At the very least, in WotC you have more stuff to research, which makes the lab a bit better. In vanilla you would literally run out of techs to research with an early lab. Worst building ever.

@Zevvion, yeah, this doesn't necessarily surpass any other building, but at least it's not useless. At the very least it's worth buying late to get speed/material rebates on plasma research. If bought early the extra intel can help you expand faster and expansion can stop you from losing.

There are no plans to put in 4 slots for now since it would make the mod less compatible and harder to remove. I'm also not sure that vanilla was really balanced for that kind of research speed, and no other facility has 4 slots. But this mod should work with a 4-slot mod if someone makes one.
Dragon32 3 Sep, 2017 @ 9:46am 
@Shaddowlight:
If it's like the vanilla version (and it looks like it is) you get the rebate when the research finishes. You get more of a rebate if there are scientists staffed in the lab.
Shadowlight 3 Sep, 2017 @ 8:38am 
So if I build a lab and put a scientist only when the research is about to finish will I get the rebate?
Bladesuun 3 Sep, 2017 @ 5:58am 
I love the idea of this mod, but I'll tell you something terrible. Even with this, I still wouldn't build a Lab. Other facilities are just so much more important because they lock functionality behind them, while the Lab only improves functionality you already have.

That's no criticism of this mod, just criticism of the purpose of the Lab by default.
Dęąth Viper 2 Sep, 2017 @ 8:02pm 
Great mod. Would love it if they increased chance of breakthrough like 10-20% per scientist staffed or something?
Maebalzurakin 2 Sep, 2017 @ 7:59pm 
I had been using this mod with LW2 and there were 4 slots for scientists. Does this one add the 2 extra scientist slots or was that LW2? If it was LW2, can extra scientist slots be added? I think the LW2 update is probably many months away.
Boisegangpc 2 Sep, 2017 @ 7:58pm 
Could you add something that would make Labs give a slight increase to Breakthrough chances and Inspiration Speed Bonuses?
[WTS]DrewDawgofWar 2 Sep, 2017 @ 7:03pm 
Outstanding! Thanks!!