XCOM 2
[WOTC] Living Space
99 Comments
☥¤§ÑîGHTMÃRɧ¤☥ 11 Jun @ 7:17pm 
do you like my idea?
☥¤§ÑîGHTMÃRɧ¤☥ 11 Jun @ 7:16pm 
how about a mod that gives you unlimited limit on crew? and that one mod where they just arrive in a couple of hours by bus or whatever.
Desert Punk 27 Apr @ 5:34pm 
sadly no, i was not. I had the issue with regular Living Space and the issue persisted when I started a new campaign with Redux installed. issues aside, i'm glad i can just remove the mod without breaking CI
RustyDios 26 Apr @ 10:01pm 
See response on the Redux .... also, were running BOTH the original and Redux at the same time? Because that is likely to cause issues.
Desert Punk 26 Apr @ 6:13pm 
cannot apply any upgrades to the crew quarters. the project is forever stuck at -1 hours remaining and the status in the geomap is listed as "paused" despite having an engineer assigned to the project. the bug exists in this version as well as the Redux version.
honestly really sucks that this mod is required for Covert Infiltration, as IMO it doesn't really add anything worthwhile to the gameplay experience
✙Старийꑭ 5 Dec, 2024 @ 12:08am 
Having problem with overpopulation and this mod. When I got crew over the limit it breaks their will to 1-3-7-10 points and even -3, - 5. It's not doing this to soldiers who returning from mission when, e.g, they bring new scientist/engineer (who will break the limit), but all others suffer from this penalty. It's not regenerating (if crew returned to the limit or not) and when I try to use this low-willed soldiers on any misson it crushing the game (it is crushing on the start of mission if they have such low will or if they have it little higher - it is crushing when they meet enemy and have they will reduce). I have "Rain Rebalance: 8-Man Squad-Size Changes" mod - maybe it's because of it's changes?
RustyDios 11 Sep, 2024 @ 8:11pm 
yes
PatientLandBeaver 11 Sep, 2024 @ 1:28pm 
Thanks Rusty. I guess it's okay to ignore the AML missing dependency warning for CI and the original Living Space when using the redux version?
RustyDios 14 Aug, 2024 @ 7:47pm 
this mod now has an 'alternative' updated redux made by me with permission;
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3309295545
Life Hack God 30 May, 2024 @ 10:41pm 
is it possible to add more upgrades to this mod
RustyDios 7 May, 2024 @ 10:37am 
yes
ThePhantomX64 7 May, 2024 @ 4:37am 
is it possible to change crew limit in the ini files for when I start a new game? I can't seem to figure out how to open commands despite doing what I saw I needed to do to open commands up.
Sarkanthonier 30 Apr, 2024 @ 12:24pm 
for those out there that want to change the crew limit manually, there s a console command called
"SetCurrentCrewLimit [NUMBER]" that allows you to change the limit without restarting campaign:

Example of use: Setting crew limit to 30
SetCurrentCrewLimit 30

The value refreshes once you get out of the avenger menu and come back to it, for example, when you check the world map and go back.
RustyDios 21 Apr, 2024 @ 10:56pm 
This mod doesn't handle squadsize, only total barracks size.
Lovecraft 21 Apr, 2024 @ 3:49pm 
How can I increase squad size past 4 with this mod?
sunwalker0347 20 Feb, 2024 @ 1:40pm 
Tying this into the mod config menu mod would dramatically increase it's popularity I think. This being tied directly to Covert Infiltration is the worst thing that's happened to me in my attempts to mod a run for this game so far not because I don't want any limits on the avenger's capacity, but because this mod's ceiling is too low for my long-term campaigns with large numbers of forces on both sides.
Lebowskichild 13 Dec, 2023 @ 1:24pm 
Is it possible that this mod would be compatible? It has a function that allows for soldiers to speed up will recovery.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1287107824
silverleaf1 7 Oct, 2023 @ 6:48am 
@NotSoLoneWolf I started a new Covert Infiltration campaign and after the first mission I noticed my barracks warned me of insufficient living space. I went to check the config file for the mod and noticed that for some reason it was missing, a real surprise. I resubscribed to the mod and will see what happens with a new campaign.
tako 1 Jul, 2023 @ 11:43am 
"Cannot be added or removed during campaign."
if you want to edit living quarter upgrade number or add starting crew limit, you must play New Game.
thank you for this wonderful mod ❤
silverleaf1 18 Jun, 2023 @ 12:06am 
@NotSoLoneWolf I have found that edits to the config file also will not take mid-campaign. I changed the soldiers in barracks value from 30 to 50, but even after upgrading the barracks the change did not take effect.
MrT 22 Oct, 2022 @ 4:29pm 
I like the idea of this mod.
While trying other mods, crashes are common and then this mod for some reason keeps going to zero capacity after returning from missions.
I don't know how to fix the issue and some other mod is probably causing issues since I keep having to refresh my configs.
So for ease of moving forward in testing collections I rather just remove it and warn anyone away from using this mid testing.
ObviouslyEvil 9 Sep, 2022 @ 9:12pm 
I wish there was a way to get rid of engineers that aren't needed. If you don't want a workshop, eventually any missions that give engineers actually punish you because you can't refuse or get rid of them, even if it was only to stop the dark event if you have something like Grim Horizon.
RustyDios 14 Jul, 2022 @ 4:25pm 
Because that would be difficult to code.

Also think of it like this; Soldier gets recruited into XCom. XCom gives them their own bunk on the Avenger, Lockers, Mess Tray, Food Provisions, etc etc. A "living space" to call their own. Everyone allocated an area that they can put their personal things.

Now Bradford tells you to go on this Covert Op. You can take your weapon, must travel light, dressed in Civilian Disguises, but must leave everything else behind. No carrying your daughters teddy into this battle situation.

- by your proposal all that stuff they have is now magically not taking up space on the Avenger?
Flambeau200061 14 Jul, 2022 @ 10:56am 
#arcanist
Good point! Was just about to ask the same. Soldiers infiltrating or on covert ops shouldn't count towards the crew limit ... But maybe it's a bit tricky to program this ...
arcanist 19 Jun, 2022 @ 7:42am 
Question!
Why do people who are out on covert opps count towards your crew limit? They shouldn't be taking up space if they're not actually there to take up the space, and it could make for an interesting interaction where you can have an oversized crew but have to be constantly juggling opps, and all that that entails, to not suffer the normal penalties.
sachadeix 10 Jun, 2022 @ 5:23am 
how to increase crew limit size, cannot find livingspaceini, only xcomlivingspace null config. i cannot find file [livingspace mentioned below
Haite 4 Jun, 2022 @ 11:34pm 
@Dragon32 so, I've done it but no luck. Worth a try though
Dragon32 3 Jun, 2022 @ 2:19am 
Haite 2 Jun, 2022 @ 7:47pm 
I got it that it can't be added or removed during campaign, but is there a way to update its stats during campaign? Like, the changes in the config files
khumak 15 Mar, 2022 @ 2:53pm 
It's interesting how this mod affects your starting priorities. Sparks are an obvious answer to the crew limit, but they're expensive. 4-6 soldiers cost about the same as 1 spark depending on what level you're playing on and whether you have the recruitment resistance order up. IMO it's generally better to buy at least the first living space upgrade and grab some more rookies before building sparks. The free spark from Shen's robot factory is nice for this if you have the story missions enabled instead of the integrated DLC.
RustyDios 4 Mar, 2022 @ 4:46pm 
Well it's not really "stealth upgrade".. its mentioned in point 5 of the Feature List above.. and noted in the tutorial of the Living Space mechanic.

But yes, it is a cool way to help manage crew size limits and brings two under-utilised facilities into more favourable uses.
khumak 4 Mar, 2022 @ 2:05pm 
This mod actually includes kind of a stealth upgrade for both the workshop and the lab that I didn't notice til I looked at the config files. With this mod active, if you build a workshop then engineers no longer count towards the crew limit. If you build a lab the same is true for scientists. So soldiers are the only crew you have to worry about if you build those. Most people don't build them but now you have a reason to...

[LivingSpace.LSHelpers]
STARTING_CREW_LIMIT=30

; If the player has built this facility, engineers no longer count towards the crew limit
FACILITY_HOLDS_ENGINEER="Workshop"

; If the player has built this facility, scientists no longer count towards the crew limit
FACILITY_HOLDS_SCIENTIST="Laboratory"
Jsaw 8 Jan, 2022 @ 2:50pm 
Had this mod installed recently, but wasnt able to recruit anyone despite the fact that i had the option to, in the avenger. I'd recruit them and they just wouldnt show up in my soldier list. After uninstalling this mod and starting a new campaign I'm still having this same issue, but I don't have any crew size limit/recruit limit mods installed besides this one. Should I delete all my saves and start a NEW campaign or should what?
ObviouslyEvil 1 Dec, 2021 @ 8:44pm 
I wish there was a way to remove engineers in this mod because I have too many and the workshop is not worthwhile to keep around and I have too many other facilities that are being used, and the amount of them is really hurting my choices of getting new recruits.

That and Shen doesn't stop talking about idle engineers, despite me not being able to assign then anywhere.
Gas Town War Boy 16 Nov, 2021 @ 1:03am 
Ok I figured it out it only works on a new save, is thier a way to force the config to read again to work in an old save?
Gas Town War Boy 16 Nov, 2021 @ 12:54am 
But this didnt make the starting limit 20 it still stayed at 30. Im not sure what else I need to change
Gas Town War Boy 16 Nov, 2021 @ 12:54am 
Ok I edit it but it dint change I made it


[LivingSpace.X2StrategyElement_LSFacilityUpgrades]

CREW_LIMIT_INCREASE_I=20
CREW_LIMIT_INCREASE_II=20

CrewSizeI_Power=-1
CrewSizeI_UpkeepCost=10
CrewSizeI_Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=100), ResourceCosts[1]=(ItemTemplateName="EleriumDust", Quantity=10))

CrewSizeII_Power=-3
CrewSizeII_UpkeepCost=25
CrewSizeII_Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=200), ResourceCosts[1]=(ItemTemplateName="EleriumDust", Quantity=25), ResourceCosts[2]=(ItemTemplateName="EleriumCore", Quantity=1))

[LivingSpace.LSHelpers]
STARTING_CREW_LIMIT=20

; If the player has built this facility, engineers no longer count towards the crew limit
FACILITY_HOLDS_ENGINEER="Workshop"

; If the player has built this facility, scientists no longer count towards the crew limit
FACILITY_HOLDS_SCIENTIST="Laboratory"

[LivingSpace.LSEventListener]
RECOVERY_PENALTY_PER_SOLDIER=0.1
Gas Town War Boy 16 Nov, 2021 @ 12:11am 
nvm I think i found it the XcomLivingSpace.ini, crew limit and starting limit and how much increases give
Gas Town War Boy 16 Nov, 2021 @ 12:09am 
Is thier a way to manually lower the unit starting limit? I want to make a wierd type of challenge but I want to change the living space limit for it but idk what to edit in the files or which files to edit in the mod folder files to change it.
nauba 8 Nov, 2021 @ 5:18am 
Thanks, I can confirm the button is now present without me changing any mods
Astral Descend  [author] 31 Oct, 2021 @ 1:00am 
Update that fixes the missing upgrades button is out!
Pazza 25 Oct, 2021 @ 1:56pm 
Hi, is there anyway to increase the crew limit mid campaign? or to dismiss units? As the dismiss unit button is greyed out I can't get rid of people or expand crew so I'm just getting overwhelmed with extra units. Thanks
Astral Descend  [author] 24 Oct, 2021 @ 10:19am 
I can reproduce the button not appearing if CI is not running, although it makes absolutely no sense - all the code regarding upgrades lives in this mod and doesn't depend on/interact with CI at all.

I will try to figure out what's going on here and hopefully will have a fix out in a couple of days
andyh1909 24 Oct, 2021 @ 6:43am 
Running a game without Covert Infiltration enabled doesn't give you the option to expand the quarters, as others have mentioned, but you get the penalties for going over 30 but with no way to cancel them. I've turned off the mod in my current run through, got the warning message but hoping it's not going to kill the game.
Human_me 23 Oct, 2021 @ 12:35pm 
I'm not seeing the upgrade slots either, which is a shame mid-campaign.
I do have the Core Room slots also, based on what a lot of people are saying it sounds like a incompatibility?
nauba 7 Oct, 2021 @ 8:20am 
I'm also missing the upgrades. I'm using Core Room Slots and I'm NOT using CI. I'll test in later games if adding CI would help for me.
Nokang 4 Oct, 2021 @ 8:51am 
For some reason, the upgrades for the living quarters isn't showing up at all in game. Note that this is without covert infiltration enabled (however, the other standalone CI mods are).

It appears when I enable CI but then disappears after I disable it.

Just to be thorough. I started new playthroughs to confirm it wasn't any mid-campaign shenanigans.
switzer.mark 27 Sep, 2021 @ 12:50pm 
How can I modify the limit to living space? I want to play this, but I also want to explore all the different classes from a variety of mods?
Blaidd Drwg 22 Sep, 2021 @ 1:56pm 
I don't have Core Room Slots installed (I didn't even know about it before) and can't upgrade the Living Quarters either. It might be another of my 645 mods, but I honestly lack the patience to find the one responsible mid-campaign.
Is there a there any prerequisite like a technology I need to research in order to unlock the upgrades?