XCOM 2
Cainophobic Overhauls Workshop
34 Comments
Dęąth Viper 19 Oct, 2022 @ 10:56am 
Just finished a campaign with about 685 mods, this one included, and had no major issues! Thanks for putting this up.
ShinyNobody 11 Jun, 2022 @ 10:44am 
One of my gremlins went missing. and now i cannot remove the engenir becuase it of a non existing critical funktion. I was removing debris with them. And you are talking about engeenir levels. wherent they unused in the base game?
Enforcer 12 May, 2022 @ 6:17pm 
It seems number of gremlins per engineer doesn't work in neither of mods. I looked at source code and config settings are used only for text formatting, not for actual gremlin count change
Enforcer 12 May, 2022 @ 6:07pm 
I see 2 similar mods, this one and "Alpha's Workshop Overhaul". Latter one does not work correctly, does not change number of gremlins. Who is the original author and who is thief?
Oni  [author] 28 Mar, 2021 @ 7:22pm 
@ERroR saNs War of the Chosen has its own modding api separate from the base game, it shouldn't work without the DLC.
Vulnix Vox 28 Mar, 2021 @ 5:53pm 
can this mod work with the base game or is it exclusive to WOTC? cause i dont have the dlc
Oni  [author] 27 Dec, 2020 @ 12:59am 
@BlazinHothead Vanilla only gives you 1 gremlin per slot, setting GremlinsVanilla to false will use the mod's settings instead of vanilla.

From what i can remember MaxGremlinsAmount is how many gremlins the entire facility can give when fully staffed, so each slot will give 1 gremlin, so if you set that to 8 each slot should give 2 gremlins.

The handicap will apply a penalty to how many gremlins the engineer can give, so if the engineer's level is 5, they would give 2 gremlins, because the handicap is -3. Tho i'm not sure what this does exactly, i haven't looked at the code in ages.

I think i was working on a better version of this mod that required some Highlander changes to deal with the limitations with "Gremlins Anywhere", if you're using any mods that changes facility slots you shouldn't use this feature.
BlazinHothead 27 Dec, 2020 @ 12:34am 
Hmmm, I don't understand this part:
; Toggles between Vanilla Gremlins amounts and the below user defined values
GremlinsVanilla = true
MaxGremlins = false
MaxGremlinsAmount = 4
; The vanilla max 1 engineer can give in Gremlins is 7, there's a handicap of -3 applied
GremlinsHandicap = false
GremlinsHandicapAmount = -3

Those are the default settings I found in the .ini file.

I want to have 8 gremlins in a fully staffed workshop with four engineers. I understand that the last two engineers don't give gremlins so the first two will have to give four each. But don't the above settings already provide that or am I reading it wrong?
BlazinHothead 26 Dec, 2020 @ 3:09pm 
Wait, engineers have levels ?
BlazinHothead 26 Dec, 2020 @ 3:03pm 
@Oni
Excellent. Thanks for telling me about this. Even if the extra 2 Engineers don't give Gremlins, I can just edit the 2 that do to have 4 Gremlins each and just pretend they are from the other 2.
Flamingcheesepie 23 Feb, 2020 @ 10:44pm 
Ah sorry, I saw that you had written that on this page, but didn't know if it was related. Thanks!
Oni  [author] 23 Feb, 2020 @ 9:54pm 
@Flamingcheesepie Probably related to the Gremlins Anywhere feature, this mod is going to be drastically changed once i add greater control of the gremlins to the highlander, should be fixed in the next update, whenever that might be.
Flamingcheesepie 23 Feb, 2020 @ 7:10pm 
For some reason only the first two engineers in the workshop provide gremlins. The others provide resources but not more gremlins.
Oni  [author] 18 Dec, 2019 @ 9:53am 
@neIVIesis Sounds about right
neIVIesis 18 Dec, 2019 @ 9:31am 
@oni yes, but before I had built the workshop. It might actually be a conflict with another mod that allows Shen to be slotted for building facilities.
Oni  [author] 17 Dec, 2019 @ 7:12pm 
@neIVIesis Hmm, did you install this mod in an existing game?
neIVIesis 17 Dec, 2019 @ 7:11pm 
it seems once an engineer has been assigned to the workshop, it can never be removed.
Oni  [author] 19 Jul, 2019 @ 11:30am 
@BloodyMagpie I have submitted "Gremlins Anywhere" as a feature for the highlander, it can take a while before it's approved.
BloodyMagpie 19 Jul, 2019 @ 9:09am 
I came to report that I apparently had infinite Gremlins, but I see that's a known bug. Dunno how I missed that tbh.
Mice 20 Feb, 2019 @ 6:33pm 
its a small nitpick, this is honestly an a great and pretty much ESSENTIAL mod at this point because of how cumbersome building a workshop in vanilla is (expensive, positioning, etc)
Oni  [author] 19 Feb, 2019 @ 9:53pm 
@Princess Fluffy Whiskers I'm trying to move that feature into the community highlander where it should work much more compatible with other mods
Mice 19 Feb, 2019 @ 5:55pm 
I keep getting more gremlins than I should, but other than that loving the fact that I can put the workshop anywhere :D
Bladesuun 5 Jan, 2019 @ 4:42am 
Seems somewhat sensible, depending on amount of Supplies given (could go out of control quick if unbalanced).

Workshops are hyper expensive, take up a facility slot, require strict planning (often building other facilities later than optimal/intented) and yet only yield one Engineer basically. I found them not at all worth it post-WOTC. Often better to just buy an Engineer outright. Cheaper and less hassle.

I'll try this and see if I'll find them worth it now.
Oni  [author] 5 Jan, 2019 @ 1:39am 
@mynameactually You can preview what they give in the dropdown when you're about to pick a Engineer for a slot, it'll say "+4 Gremlins +5 Supplies".
You can see a list of your entire staff in the commander's quarters, can't remember if skillevel is displayed there.
mynameactually 4 Jan, 2019 @ 11:42pm 
How do you check who your best scientists/Engineers are?
spekk 4 Jan, 2019 @ 11:31pm 
Thanks a lot:steamhappy:
Oni  [author] 4 Jan, 2019 @ 10:39pm 
@mynameactually Yes it's a vanilla thing, Scientist have that too.
Oni  [author] 4 Jan, 2019 @ 10:38pm 
@spekk The newest version has support to change how many Gremlins each Engineer gives.
mynameactually 4 Jan, 2019 @ 6:48pm 
Engineers have skill levels? Do scientists as well? Is it a base game thing, or specifically this mod’s doing?
spekk 4 Jan, 2019 @ 9:50am 
A good idea and implementation,but a lot of" Gremlins" that by the middle of the game is not needed.Is there a way to reduce their number or remove them completely?Thanks for your work
Oni  [author] 3 Jan, 2019 @ 6:29pm 
@KILLERm12 It should be, depends on what other mods you have on. You can make a backup of your save by copying the save file manually(if you're playing in ironman).
If all your workshop slots are already filled you need to empty one of them and fill it again to start the loop for giving supplies.
Oni  [author] 3 Jan, 2019 @ 6:27pm 
@James It shouldn't work with mods that change some of the template functions of the Workshop slots, but if your mods just add in more slots that should be fine. You can disable Gremlins Anywhere as that's the only feature that touches stuff outside the workshop, you can exclude individual staffslots in mod's "XComGame.ini" file.
KILLERm12 3 Jan, 2019 @ 3:37pm 
Is this safe to use mid campaign also? @Oni
CyberMagpie 3 Jan, 2019 @ 10:52am 
So it won't work with other "workshop" slots or any slot? eg: I got more proving ground slots and I also have the mod that gives slots in the science core and the bunks.. so would it not play nice with them... .