XCOM 2
Laboratory Already Better
142 Comments
LightenedDark 30 Jul, 2024 @ 11:33am 
Dęąth Viper 14 May, 2024 @ 7:25am 
Does this work with LWOTC? I didnt see anything in the comments
zontik2012 10 May, 2024 @ 1:24pm 
Hi @Oni
Can I publish "fixed" version of this mod? It's really just your mod but with @RealityMachina fix implemented to get rid of empty researches.
Montressor 17 Oct, 2023 @ 10:00am 
This is on a new campaign btw.
Montressor 17 Oct, 2023 @ 9:58am 
anyone having problems with hundreds of blank research projects being listed in the lab? clicking one of them will trigger a one day blank research that yields nothing. The legitimate researches are at the very bottom of the list. It also lags a lot when opening the research menu due to the hundreds of blank research.
Oni  [author] 25 Sep, 2023 @ 2:32am 
@Montressor I'd think so, you'd have to rebuild the laboratory tho.
Montressor 20 Sep, 2023 @ 8:10am 
can i install this in the middle of a campaign?
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.
Haite 26 Apr, 2022 @ 12:56am 
Bugged, but works most of the time. Worth it if not using many mods
khumak 19 Mar, 2022 @ 7:37am 
Minor issue, but if you have enough corpses to do an instant autopsy on something and you use the 2nd research slot to do it, you do get the benefit from it but it shows up as an uncompleted and "paused" research project forever from then on. If you do it with Tygan's research slot then it's fine. Maybe the 2nd slot doesn't like the instant research? Or maybe something to do with autopsies, not sure.
SmoliFemboi 30 Dec, 2021 @ 9:34pm 
So having 5 or 6 scientists makes the project time shoot up dramatically to like 200 days. Might be an underflow glitch from using it with facilities+
GazingRhino 3 Oct, 2021 @ 11:18am 
Thanks a lot the fix RealityMachina, blank research got really annoying even though I love this mod.
Oni  [author] 18 Oct, 2020 @ 3:49am 
@red It might have been updated, try a new game with only this mod active.
You can use the debug menu to get into a cheat start directly into the avenger.
Red110 18 Oct, 2020 @ 12:52am 
@Oni I use Better Laboratory, but before they worked without issues
Oni  [author] 17 Oct, 2020 @ 2:08pm 
@red Are you using any other mods?
Red110 17 Oct, 2020 @ 7:27am 
Game freezes when i try to choose research in laboratory
miku567 6 Mar, 2020 @ 11:22am 
There seems to be an incompability between this mod and Grimy's Loot Mod. The loot boxes do not give you the standard window where you select the reward. Insteady you just get the box's description and the box is wasted.
Oni  [author] 31 Jan, 2020 @ 1:15pm 
@RealityMachina Maybe, the last time i worked on this mod was almost an year ago to the day, however i'm planning to change the way researchs are shown for both the regular Research Lab Tygan is in and for this mod, i have some other projects that have to be done first.

Since that will change the UI completely, i won't bother working further on it right now when i'm going to rebuild it completely.
RealityMachina 31 Jan, 2020 @ 10:34am 
So I'm kinda curious: got the "blank" research issue where you have to scroll down a lot before you get to the actual techs you can research, decided to unsuppress scriptwarnings.

From what I can gather from the logs I got from that, there's a *lot* of techstates being added to the "researchable techs" list that don't actually have a techtemplate attached to them, hence the blank research entries.

Is it possible to add a "TechTemplate != none" check to UILaboratory.uc, specifically in the UpdateList function? Or does that break some important things in the mod?
Dnabdaorb 13 Jan, 2020 @ 3:21am 
@Oni I'm not sure. But I restarted a new campaign. removed FL start at 5 and added few more enemies and factions. I used the givefacility commando to put the laboratory in the first empty space and it was working fine. With 311 mods. Have a look if you want ;) https://pastebin.com/Vep3skQA
Oni  [author] 12 Jan, 2020 @ 3:06pm 
@Dnabdaorb Yeah there have been problems in the past with mods that add more autopsies and such.
Does any of these mods you're using auto-generate research?
I can kinda tell because they don't have any names in the menu
Dnabdaorb 11 Jan, 2020 @ 8:33am 
@Oni It worked with a new game and the strategic start cheat. but with 307 mods (almost none cosmetic) will be hard to pin point which one is giving the conflict. Thanks any way, I'll keep using it since I manage to at least get some autopsies showing, but the list in the research facility is much bigger than the list on the lab. BTW, it was a new game when I started using your mod. But I'm using mods with new tech, new reasearches, new autopsies that might be the problem. I tried to disable all the mods that I had that were related with the UI and nothing worked.

Right know this is how the lab research looks like: http://prntscr.com/qmax2w

Thank you for the mod anyway, it's very interesting and I would love to get it working in the campaign. Maybe on the next one I'll try to activate a few mods at a time to see when it breaks.
Oni  [author] 10 Jan, 2020 @ 5:03pm 
@Dnabdaorb A conflict, you'd have to try to disable all other mods and see if it works in a new game, use the cheat strategic start.
Dnabdaorb 10 Jan, 2020 @ 1:20pm 
I'm getting all the panels empty. No conflicts in the mod manager. Any idea what can be?
Oni  [author] 30 Dec, 2019 @ 4:29pm 
@neIVIesis Probably one of your other mods creating new entries without any localization to show you.
MaCC165 30 Dec, 2019 @ 10:37am 
its a known bug, some kind of modconflict, thinks its aba or so
neIVIesis 30 Dec, 2019 @ 9:54am 
@Oni I sam not sure if this is a bug, or a conflict – but the secondary research drop down looks empty, then you have to scroll down A LOT to finally see available research.

I do have a lot of mods that add new research, new autopsies, etc.

M0NSTER 3 Apr, 2019 @ 10:31am 
Yeah I have multiple mods that add research options. The custom research options still show up with your mod. At the top of the list it is a blank option showing a invalid image. Then at the bottom of the list it is blank but on the right it shows all the upgrade options, even for stuff that isn't currently available for me to research. I can grab some screenshots if it would help.
Oni  [author] 3 Apr, 2019 @ 8:28am 
@mike_calhoun420 Do you have any mods that add more research options?

I could try to add a whitelist that only allows vanilla research to show up in the lists but that might not be the best solution.
M0NSTER 2 Apr, 2019 @ 2:38pm 
I've also run into the issue of getting blank research options. Each time I research more items the more blank item list grows.
Coley 1 Apr, 2019 @ 7:12am 
I remember it seeing that when going through the ini settings, was just an interesting discovery is all. Like I mentioned before, it's not a huge issue, as everything else seems to work just fine. Just trying to figure this out and see if anything I find can be of any help to you, should you add/adjust anything with this mod. It's a must have mod for me, thanks again for making it.

Regards.
Oni  [author] 1 Apr, 2019 @ 6:30am 
@Col If i remember correctly "ShowLockedtechBreakthrough" will slowdown the ui immensely when trying to enter the lab research screen because of all those extra research it has to sort
Coley 1 Apr, 2019 @ 5:52am 
After a fair bit of testing, I was unable to pinpoint a mod conflict. What's interesting is that the list of empty templates increases and decreases depending on whether or not i show or hide locked/completed tech. Even with everything enabled I still get a few empty templates, but not as many as I would have with everything disabled. I didn't test the 'ShowLockedtechBreakthrough' however, though maybe I probably should since that may account for some of the empty templates, assuming my issue is tied to those settings.

Regards.
Oni  [author] 29 Mar, 2019 @ 9:18am 
@Zutox You could try to disable half your mods and see if you still get the error, try to use the debug mode to start a cheat strategic start
Zutox 29 Mar, 2019 @ 8:21am 
@Oni Yeah I probably do. I have mods that adds new things so I guess that might do it?
Oni  [author] 28 Mar, 2019 @ 8:22am 
@Zutox Do you have mods that change research projects in anyway?
Zutox 28 Mar, 2019 @ 6:06am 
It "does" work, but it takes 5 minutes to load everytime I click to assign research
Oni  [author] 21 Mar, 2019 @ 3:35pm 
@mike_calhoun420 Try and see, you can always backup your save.
M0NSTER 20 Mar, 2019 @ 6:54pm 
Is this safe to install mid campaign?
Coley 17 Mar, 2019 @ 10:05pm 
I'll try that, thanks for the advice Oni.

Regards.
Oni  [author] 17 Mar, 2019 @ 10:02pm 
@Col Disable half of them and see if it persists, if it doesn't then you know it's in that half.
You could also go into debug mode and start a cheat strategic start to help you speed testing up.
Coley 17 Mar, 2019 @ 9:45pm 
Apologies for the late reply. I don't use Grimys loot mod, but I will try to go through the 400 or so mods, to try and see if I can find any that may be conflicting, it's going to take awhile. It's not a huge issue since everything else works just fine, but i'll keep at it.

Regards.
Oni  [author] 17 Mar, 2019 @ 3:26pm 
@Col It could possibly be a mod that generates templates on the fly, something like that lootbox mod maybe?
Coley 17 Mar, 2019 @ 7:37am 
Been using this for a little bit now, it works for the most part, but as mentioned below, I do have this long, long list of empty entries. Alas, i'm not sure how to add these templates to the disabled list in the ini folder as I have no idea what they could possibly be, unless i'm totally missing something. All in all, this is a decent mod, I finally have an opportunity to research everything due to the sheer number of mods i'm running.

Regards.
Oni  [author] 4 Feb, 2019 @ 10:57am 
@Laharl You could try to add those template names to the disabled list and they shouldn't be able to show up again, unless one of your mods create templates on the fly.
Laharl 4 Feb, 2019 @ 10:43am 
I've also noticed there's a loooooooooong list of empty entries before I can actually see the research. All of which can be clicked on.
MaCC165 31 Jan, 2019 @ 4:22am 
yes the reward screen is deactivated in the lab, so these mods dont work, its cause of the loop bug, these things u have to research in the main research, grimys, anti heat and the intel research still work there
Oni  [author] 30 Jan, 2019 @ 11:12pm 
@Laharl Others have said the same, the Grimy's loot mod still works in the main research facility tho.
Laharl 30 Jan, 2019 @ 10:56am 
As awesome as this is, I notice it doesn't work with certain mods that are supposed to give rewards, such as Anti-Heat Operation or a Grimy Lotobox.
4rrakis 23 Jan, 2019 @ 10:43pm 
I saw them, but thanks!