XCOM 2
Facilities+
150 Comments
Scroller 2 Apr @ 2:57pm 
@PudiPika - I've used both and not noticed any issues.
PudiPika 2 Apr @ 5:42am 
@Oni is this Mod comparable with MEC Troopers mod ? Not sure how it interacts with the MEC Trooper augmentation UI in the Proving grounds. Playing LWOTC
Mr.Nuke 20 Dec, 2024 @ 5:42am 
Does this negate the need and include the functions of resistance ring+? I find that I enjoy that mod alone better than the changes from this one. Great work regardless. It would be great if the functions from that mod were included here. Is there a way?
yorick 21 Apr, 2024 @ 12:52pm 
After enabling this mod through mid-campaign it somehow disabled the option to Gene-mod my soldiers. ^(
attiladuran123 4 Jan, 2024 @ 2:01pm 
it works somehow , but you will get UI bugs / Clipings
VitaminBlitz 1 Aug, 2023 @ 8:07am 
I Hope this can be Comparable with MEC Troopers Mod!
zin 11 Apr, 2023 @ 3:20pm 
A Workshop upgrade would be nice!
ModestEgo 25 Jan, 2023 @ 3:27pm 
Can you add the workshop to provide more gremlins that staff further away?
Dragon32 4 Sep, 2022 @ 8:46am 
@gellau
Weird. I've edited the .ini so this only affects the Proving Grounds.
GUSS 4 Sep, 2022 @ 6:18am 
This doesn't work with Proving Ground - it doesn't even have an upgrade slot.
Dragon32 1 Aug, 2022 @ 11:16am 
@Arrakhis
Are you sure it's this mod? It doesn't affect the Defence Matrix
Arrakhis 1 Aug, 2022 @ 7:49am 
ok I rested this mod it has 2 room issue in this mod

1. turret room
2. psi lab

both fo them not showing up despite I finished research turret and sectoid
Dragon32 24 Jul, 2022 @ 9:44am 
@Arrakhis
If you mean "is this compatible with WotC?" then yes, the Infirmary doesn't exist in the base game. If you're asking something else then you'll have to re-phrase it.
Arrakhis 24 Jul, 2022 @ 8:35am 
is this wotc compact?
Dex 1 Jun, 2022 @ 5:03am 
If you or anyone wants to extend this mod a good idea is to have an option to make it so research breakthroughs cannot occur without a lab. Then you can get to mag weapons without a breakthrough making you want to pull your teeth out as its a good one but you want mag weapons!
Dex 1 Jun, 2022 @ 4:59am 
Tip:

Lab, Proving Grounds, Resistance comms are now all good candidates for building on a relay coil as fully upgraded they use 12, 8, 15 power respectively
objir 5 May, 2022 @ 8:56pm 
The power relay extra slots don't work for the second power relay. Any fix?
annulen 4 May, 2022 @ 6:42am 
@FMJay Still weird why this is default. Free scientists speed up research while free engineers can only smoke weed instead, and it's a typical situation to have a handful of free engineers in late game.
Roughers 17 Apr, 2022 @ 7:39am 
@Minnow you can change that in the config. It's optional and enabled by default- look for the "X_UseScientist" flag for the res communications and set that to false.
Minnow 6 Mar, 2022 @ 10:52pm 
Why did you change Resistance Communications to using scientists? That makes absolutely zero sense. Communications -> Electrical Engineering -> Engineers. :lunar2019crylaughingpig:
Rossocuore 8 Nov, 2021 @ 1:45am 
I checked and I can confirm the bug described by MrMister.
MrMister 28 Oct, 2021 @ 4:39am 
There's a bug with the Infirmary: Without any upgrades, clicking on its empty soldier slot icon from the general Avenger view (NOT from inside the infirmary) will jump you into the infirmary and open the staffing candidates list for the second engineer/scientist slot, the one you need the upgrade to unlock, instead of the trait-removal soldier slot. You can staff an engineer/scientist on the second sci/engi slot like this even without the upgrade.


I'm pretty confident this is because the Avenger-view small soldier staff slot icon is in "second place", what with there only being two unlocked slots, but inside the infirmary it is in "third place", while the second place corresponds to the locked engi/sci staffing slot.

Rearranging the order of the slots inside the infirmary so they are Sci/Engi -> Soldier -> Sci/Engi (upgrade) -> Soldier (upgrade) should solve this, if the underlaying issue is a code oversight interacting as I hypothesize.
Dragon32 25 Sep, 2021 @ 4:12pm 
@GargakOfTheEast
Edit the .ini
GargakOfTheEast 25 Sep, 2021 @ 3:05pm 
Hi

Great mod. How do I reduce the upkeep costs? As is, they are way too high.
Rossocuore 20 Sep, 2021 @ 1:21pm 
@Dragon32
Next playthrough I will play it like it is, and see if it's actually OP. In the meanwhile maybe the author will show up and give some advice. Would be nice if he could add something like a support to [WotC] Mod Config Menu.
Dragon32 20 Sep, 2021 @ 1:09pm 
@Rossocuore
I don't know for sure but I think that could cause the script to fail, as that's disabling some variables the script's expecting.
Not sure if you can try a test campaign and console the facility in.
Maybe just set the Supplies cost to 9999 or something?
Rossocuore 20 Sep, 2021 @ 11:14am 
Hi all. I would like the Proving Ground upgrade to be with a Staffslot of 2:

Woulkd this edit be correct:

ProvingGround_Level_1_Power = -1
ProvingGround_Level_1_UpkeepCost = 10
ProvingGround_Level_1_ResourceCost = (ItemTemplateName="Supplies", Quantity=80)
; ProvingGround_Level_2_Power = -2
; ProvingGround_Level_2_UpkeepCost = 15
; ProvingGround_Level_2_ResourceCost = (ItemTemplateName="Supplies", Quantity=100)
; ProvingGround_Level_3_Power = -2
; ProvingGround_Level_3_UpkeepCost = 20
; ProvingGround_Level_3_ResourceCost = (ItemTemplateName="Supplies", Quantity=120)

(I am afraid that with 4 staff it would be a bit OP)

Thanks to all of you willing to reply!
Daepapa 5 Sep, 2021 @ 6:49am 
@Lux Manifestus Assigning anyone to the Infirmary should only affect recovery times and the time it takes to remove a negative trait from a soldier. AFAIK, only the Laboratory affects research times.
Lux Manifestus 28 Aug, 2021 @ 3:49pm 
Assigning a scientist to the infirmary doesn't seem to affect research times. Is this intentional? I'd prefer it if it did.
Nemo Jr. 18 Jun, 2021 @ 2:10pm 
Thanks @Oni for the mod, and thanks @BlazinHothead & @Dragon32 for the Q&A. I wish every comment section were this informative :D
BurgerKing 3 Apr, 2021 @ 4:43am 
Apparently, Breakthroughts are not affected by number of Scientists nor Laboratory. Other regular researches do get reduced in time with additional research slots.

Breakthroughs are now becoming more a pain... it is hogging down my research!
Sinapus 1 Feb, 2021 @ 6:44am 
The option to use scientists and add another staff slot for the Psi Lab is definitely working. I have two operatives training very rapidly. They may be at full power very soon.
Sinapus 1 Feb, 2021 @ 6:44am 
Okay, I built the Proving Grounds with this and Proving Ground Overhaul active and it seems to be working. Don't have the power/resources/engineers to try another slot to see if that reduces build times, but I think it's working otherwise.
ShinyNobody 31 Jan, 2021 @ 10:26pm 
Thanks i will try that
Oni  [author] 31 Jan, 2021 @ 2:59pm 
@Herr Maledictus Made You might have to rebuilt the facility since you changed the options mid-game
ShinyNobody 31 Jan, 2021 @ 12:13pm 
q.q i am to dumb for the ini files:cozycastondeath:. I only want to have 2 more slots for SCIENCE and nothing more. But i cant get it to work.
So at the start of the ini file every thing that is set to true is activated. so i keep Laboratory to true. but i cannot build any additional slots. I tried false too but that did not work ether.
i can now see but not buy the upgrades.
Sinapus 29 Jan, 2021 @ 11:02pm 
Proving Ground Overhaul seems to modify projects and not the actual facility. So it probably should be okay.
BlazinHothead 4 Jan, 2021 @ 10:31pm 
Thought I should mention the answer to my own question of whether using scientists in the staff slots would make research go slower. The answer is no. Research times are not hampered.
Oni  [author] 4 Jan, 2021 @ 10:43am 
@romrojal Depends on if it does something with the staffslots, try and see!
RomRojal 4 Jan, 2021 @ 9:11am 
is this compatible with proving ground overhaul?
Dragon32 26 Dec, 2020 @ 9:14am 
@BlazinHothead; Oni
2) Is it safe to use the [WOTC] Better Laboratory mod with this one?
I used them together in my last campaign, no problems spotted.
Oni  [author] 26 Dec, 2020 @ 8:56am 
@BlazinHothead Going from the description of that mod you should be able to use it with this one.
No mixing of different types of staff members.
Doesn't matter what you're building the facility on, it'll behave like it normally would.

I did have a workshop mod that i was working on :
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1613189198

Tho just increasing the staffslots for it wasn't very useful so i didn't bother.

You should probably remove the facility first, then edit the config file and rebuild it afterwards, tho changing facility slots mid-game was never intended.

Nothing wrong with asking questions fam. :3
BlazinHothead 26 Dec, 2020 @ 7:59am 
@Oni
I'll do just that. Is it possible to switch from Scientists back to Engineers mid-playthrough? i.e: If I un-assign scientists, quit the game, edit the .ini and then start the game again, would I be able to assign engineers once more?

From reading the comments I'm guessing 'yes' as long as I rebuild the facility. Is that so?

Also, a few of questions:
1) Can I use a mix of Scientists AND Engineers for a single facility or is it restricted to either Scientists OR Engineers?

2) Is it safe to use the [WOTC] Better Laboratory mod with this one?

3) Does a Power Relay built on a Shielded Power Coil also give four staff slots when fully upgraded?

4) Do you have any plans to give the Workshop four staff slots as well? If not then is there any way for me to do it myself. I'm not a modder so I don't know how to go about doing it.

I know that playing the game will answer most of these but I still can't help but ask. Sorry if I'm coming off as a nuisance.
Oni  [author] 26 Dec, 2020 @ 7:29am 
@BlazinHothead Dunno, try and see!
BlazinHothead 26 Dec, 2020 @ 2:21am 
Will using scientists in these facilities make research go slower?
Oni  [author] 1 Nov, 2020 @ 4:29pm 
@lolic_lol You might have to remove and rebuild the facility to get the changes to take effect properly.
lolic_lol 1 Nov, 2020 @ 3:47pm 
yes
Oni  [author] 1 Nov, 2020 @ 2:13pm 
@lolic_lol Did you install this mod midgame?
lolic_lol 1 Nov, 2020 @ 3:42am 
That is, technically, I must first apply the upgrades of this mod to the base relay, and then improve it with standard upgrades, otherwise it’s just a waste of resources.
lolic_lol 1 Nov, 2020 @ 3:41am 
Strange relay problem.
If I apply the improvements from this mod to the base relay (with 1 slot) - new slots appear (4 slots).
But if I try to upgrade relays that have been upgraded with the standard upgrades to two slots - all new upgrades do not add slots (there are still 2 of them).