XCOM 2
Core Room Slots
134 Comments
Shuri-Sama 9 Jun @ 7:40am 
a heavy bug appeared when using other mods which adds or change facility slots. for example the resistance ring+ mod (more resisting cards + more op)

very important things like using the gurilla camp to train recruits to a certain class or the regenration of will power (a function of this mod) or research new techs get on a halt and i didnt figure out how to fix it except deleating this mod (what i dont really want cause the function really helpful especially the faster regeneration)

anybody have a hotfix or anything else which can solve this problem?
b9thirty99 12 Apr @ 3:31pm 
same questions sd below
hottt3 20 Mar @ 1:43am 
I'm going to install [WOTC] Combined Workshop and Laboratory mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2810861938 . Has anyone tested if these two mods work together? Thanks!
Abyssionknight 7 Dec, 2024 @ 9:46pm 
I like this mod but I use a lot of mods that add enemies to missions so my soldiers tire out fast. If I wanted to add more slots to the bar, is that possible or is four the limit? I'm not super familiar with modding so thought I'd ask before trying to mess around with it.
Madzak 26 Jul, 2024 @ 6:51am 
Maybe it's different for you in LWOTC?
Madzak 26 Jul, 2024 @ 6:49am 
@hottt3 I just tried it in game and that seems way too much. With 2.5 the will mechanic is basically gone.
musicallie44 20 Jun, 2024 @ 1:01pm 
@hott3 Thank you so much for the ini file info. It worked beautifully.
ZiggyTouyeul 6 May, 2024 @ 1:31pm 
@Dood! The power of alchohol :lunar2019crylaughingpig: /jk
Dood! 6 May, 2024 @ 1:20am 
Minor bug, maybe. A shaken soldier isn't supposed to be deployable on missions. But if you put him in the bar first, then he's selectable. I used this method to send zero will soldiers into battle to rack up negative traits to then spin around into positive traits later with the traits mod. But this also just lets you send soldiers out on missions indefinitely.
hottt3 24 Aug, 2023 @ 9:46am 
After your comment I made a very quick test in my game. and at first glance recovery times do not change at all in my game - whether I assign soldiers to these slots or not. (I play LWotC)
So, I changed the ini. file: I changed BarRecoveryBonus = 0.50f to BarRecoveryBonus = 2.50f . After reloading the game and reassigning the soldiers the recovery times have decreased.
Phantasmic 22 Aug, 2023 @ 11:13am 
The bar mechanic is weird
50% faster is missleading
I got a soldier tired for 1 day
Then when I put him in the bar
It goes to recovery 6 days
basicaly it does not work as advertised because it just makes the recovery time a flat amount, no matter how much will is missing
Philistine Swine 18 Jan, 2023 @ 10:58pm 
Also experiencing the crashes whenever I try to make a bond
BlackCoat13 2 Jul, 2022 @ 5:23pm 
Attempting to use the Living Quarters bond mechanic is worthless. Rather than using a slot-in like *everywhere else in X-Com 2* mechanic it instead creates a long list of names on a list, alphabetically. There's naturally a limit to the list size and you can't scroll it, so actually finding the pair you want is impossible if you've got more than 10 or so unpaired soldiers. On top of that I'm seeing a lot of other people talking about it causing issues.

The Bar is an interesting idea, but I'm not only unsure if it's actually doing anything, it may in fact be slowing down Will regain universally somehow, as my troops didn't have nearly the will problems they do now before I installed this mod.
The Goddamned Vahn 28 Jun, 2022 @ 2:24pm 
Every time I try to make a bond in living quarters with this mod, my game crashes. Every other room that slots people works just fine. Only issue with bond/living quarters.
Dex 17 May, 2022 @ 4:47am 
There is an issue i think where soldiers that have been selected for a viable bond already sometimes dont show up in the list for bonding. Anyone know a way round it?
khumak 1 Apr, 2022 @ 9:31am 
Yep, was just about to comment on that. I just hadn't zoomed out so I could see Tygan's research area. The core room slots work fine with the Better Lab mod I'm using.
Theobald 1 Apr, 2022 @ 1:46am 
They're in the Research room, not the Lab. Try going all the way left to see them in anthill view.
khumak 30 Mar, 2022 @ 4:18pm 
This mod works great for me although I think some of my other mods might be conflicting with parts of this one. In my case, I do get the 4 bar slots and the 2 living quarters slots but I don't see any slots in the Lab. I do have a mod that modifies the lab so that doesn't surprise me. I use the AML launcher and I have more than 50 other mods in addition to this one.
Epic Store Exclusive 3 Mar, 2022 @ 4:58pm 
Can you provide a version (or an MCM option) to staff Scientists rather than Engineers in the Research room?
RunForRest 1 Mar, 2022 @ 3:11am 
no errors in alternative mod launcher - so no idea whats the issue
Nicky 28 Feb, 2022 @ 4:59pm 
Indeed, I just tested this mod, with 365 other mods of many different kinds, and with 2 total conversions of the game (Covert Infiltration and RPGO), and things are working perfectly fine. Got to make a bond in the Living Quarters, as well as recover will of 4 different soldiers in the Bar
onestrongbow GocleCD 22 Feb, 2022 @ 5:05pm 
@runnforrest
if that's the case how i'm not facing any if the issues with 400+ mods ?
u defenitly have incompatibilites , it's up to u figure out wat's up
RunForRest 17 Jan, 2022 @ 5:30am 
Nothing of this mod works as it should. Putting soldiers in the bar sometimes even prolongs the regeneration of stamina, manualy creating bonds in living quarters crashes the game 100%
Rusty | SkyPaladin 20 Dec, 2021 @ 12:05am 
When we click on the Living Quarters and are deciding who to form bonds between, it would be helpful if the Compatability and Cohesion were visible next to each pair.
Rusty | SkyPaladin 19 Dec, 2021 @ 8:48pm 
This is great, but while a reminder to set soldiers to sit in the bar is welcome, it is annoying that the bar's slots always show up as an unstaffed facility after there is no one that needs faster will recovery. Is there a way for auto-assignment of soldiers to the bar, so this notification isn't needed at all? Another issue I have is when time passes quickly on the Geoscape it doesn't stop the game and tell me they are finished at the bar so I know when to assign other sollies to recover quicker (the same way as those recovering from wounds).
nauba 8 Nov, 2021 @ 5:17am 
Any chance of you increasing the number of slots for engineers in research to 4 ? I know I can increase the amount of power they produce in the config file, but that's not what I'm after: I'm trying to get those late game engineers be usefull
joser1215614 5 Oct, 2021 @ 10:28am 
does this mod affect the elerium core addon in anyway, such as making it produce 6 binstead of 7 power? asking because im trying to locate mod conflict.
Gguy 4 Jul, 2021 @ 3:57am 
This mod causes duplicate soldiers to appear across the Avenger. If i assign a soldier to a specific area, then chances are a copy of them will randomly appear elsewhere.
yzane 10 May, 2021 @ 4:51am 
Are you using the Alternative Mod Launcher?
黑岩射手 6 Mar, 2021 @ 6:16am 
This mod seems has bug.
[Two soldier pair slots to the Living Quarters. ] This one...
My game will crashed if I do this.
Psyclops 20 Nov, 2020 @ 2:11pm 
This mod seems to be bugged...even though I didn't pause it in the first place, how do I unpause training?
Mizuki 水城 泰士 3 Sep, 2020 @ 3:48am 
Should also have staffed Living Quarters recover from tired faster imo. Interesting mod either way.
Sister Miriam Godwinson 16 Apr, 2020 @ 7:42pm 
hey, I was wondering if you'd consider bundling/updating this mod into a version of your mod - it wasn't updated for WOTC but seems fairly simple

[ url=https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=764416009; basically adds science slots to other facilities.
Workshop - Creates drones which can staff scientist slots.
Resistance Comms - Reduces scanning times by 25%.
Proving Grounds - If a project is completed whilst a scientist is assigned, all future projects of that type will complete instantly.

please and thank you! I'd love early scientsits to be more useful
yes_commander 8 Jun, 2019 @ 9:10pm 
I've noticed that when a Recovering Will timer ticks down to about ~2 hours a soldier will get kicked out of the bar and stuck with another 3 to 4 days of standard recovery time when they -should- be ticking over into fully refreshed status. This behavior does repeat each time I exit to the world map and run a POI timer, so it basically cancels out bar slot effectiveness entirely.

It's not a big deal, I don't see it having any sort of dramatic impact on the campaign other than reverting back to standard Will recovery duration, but I felt it was worth mentioning.

If anyone else has run into this, I'd appreciate it if you let me know. Maybe we can figure out if this is caused by a specific mod conflict or something. (I guess I should add, I'm using the Alternative Launcher and there are no alerts relating to this, so if it is a conflict issue, it's more subtle than what the AML is capable of detecting.)
HolyFarglesnot 5 Jun, 2019 @ 11:45pm 
@raneko Do you have enough power with the -2 power you will lose when switching them? That was my issue.They cannot be removed in the core directly, you have to reassign them manually in another task.
ATF_Coldblooded Carebear || 28 Apr, 2019 @ 5:00pm 
@raneko try sending them on Black ops ...
raneko 28 Apr, 2019 @ 3:32pm 
Can't get my engineers out of the research area now that I built a power relay.
Mr.Shafto 11 Apr, 2019 @ 2:45pm 
Having the same problem as BTAxis.
Andante 2 Mar, 2019 @ 8:30pm 
I'm getting a bug "Shaken" soldiers recover instantly when I put them into the Bar slots (upon return to the Avenger menu). Any idea what is causing that?
KILLERm12 31 Jan, 2019 @ 11:20am 
Idk about you guys, but I'm getting an annoying bug where the "Unstaffed ~whatever~" prompt shows up for the soldier slots in the bar, even when its full, or even when there are no tired soldiers to be put inside the bar.
BTAxis 6 Jan, 2019 @ 6:37am 
The Bar slots behave erratically for me. Some soldiers recover their will almost instantly, others require a week to recover 2 will, yet others are immediately removed and don't recover will at all.
Insufferable Smartypants 30 Dec, 2018 @ 2:15pm 
Fatal, I used to have a problem like that. Cleaning out my configuration files and starting a new campaign fixed it for me.
Fatal 30 Dec, 2018 @ 4:44am 
Any chance that we could just manually select each soldier for the living quarters slots, rather than just hoping that the correct pairing shows up?
neIVIesis 12 Dec, 2018 @ 2:45pm 
@Franius I use this mod with all DLC, including TLP and I have not had and CTD on slotting living quarters. So your issue must be a conflict with something else.

The one bug I've noticed is that after creating bonds via Living Quarters – the poster only shows 1 of the 2 soldiers. So the pose looks very odd, as it still uses the pair poses with 1 missing.something
Grandsome 29 Nov, 2018 @ 2:23pm 
Same problem as Drifty Flintlock, the slots show up after the first mission in isolated games, they stay up when other mods a loaded after but they won't show up after the first mission if all my modlist is loaded. PS: I don't have Scaling Volatile Mix
spiritplumber 11 Nov, 2018 @ 3:43am 
Eggy, sounds like your guys chose just the wrong moment to get plastered XD
Eggy 28 Oct, 2018 @ 2:37pm 
Further to my previous bug report. If the avenger defense mission pops and you have soldiers in the bar they will be unavilable for your squad and you cannot backout at this point to remove them from the bar to remedy the situation.
Franimus 18 Oct, 2018 @ 8:40pm 
Ditto with CTD after TLP (although I never tried before TLP) when attempting to use living quarters slots. Bar slots did not crash.
Albino Blacky 18 Oct, 2018 @ 4:57am 
Hi Reality, just want to ask:

BarRecoveryBonus = 0.5f

Does higher value mean faster recovery, or slower?
yemor 16 Oct, 2018 @ 1:26pm 
This mod would cause my game to crash anytime I tried to put a soldier in any of the positions. Since I have installed XCOM Highlander is seems to be working