XCOM 2
[WOTC] Combined Workshop and Laboratory
228 Comments
Soul 18 May @ 9:23am 
I always try to do it first and put it in the middle of the second row
Easy gremlin and reduce tech search time,gremlin can do multi excavating and unlock rooms faster,giving supplies too
Dovahkiin 18 May @ 8:14am 
tip related question. i saw that Odd in season 9 used this and did it as the first build. is that a good strategy ?seems to delay some things but may out perform doing this first in the long run. thoughts ?
RustyDios  [author] 15 Apr @ 7:25pm 
All facility costs are in the configs. Set up by default to Legend values.
Main Facility: 42 Days, -5 Power, 333 Supplies, 69 Supplies Upkeep
2nd Staff Slots: -2 Power, 111 Supplies, 42 Supplies Upkeep

I never set any costs for any other difficulty, I don't play on anything less than legend ..... ....
MrHiDie 15 Apr @ 5:27pm 
what are the facility costs, days to build, and upkeep supposed to be if I am playing on Commander? The game didnt change the costs from the legend difficulty when i started playing on Commander, so I am going to change them to what they should be in the config, but i do not know what they are, or if they are any different.
Joe Marotta 10 Apr @ 11:00am 
The config says the extra tasks, such as elerium refiing, becomes available after Elerium technology. I just completed that research and these tasks are not available. However, in previous campain, these tasks showed up... eventually. I am trying to pinpoint the trigger that makes them available. Thanks!
hottt3 20 Mar @ 6:53am 
:ghsmile:
RustyDios  [author] 20 Mar @ 6:42am 
Should be fine...
hottt3 20 Mar @ 1:50am 
Thanks for the mod! I have a question. I'm going to install "Core Room Slots" mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1287107824 , will this mod and yours work together?
gitanya 6 Mar @ 11:57am 
Ok, good to know. Thanks for answering and making such tasty mods!
RustyDios  [author] 6 Mar @ 11:54am 
You can build the vanilla facilities. It's optional if this mod removes them.
You won't get double-breakthrough chance though. The bonus increase is an on/off type thing rather than an actual %.
gitanya 6 Mar @ 7:10am 
Does this disable the base Workshop/Laboratory or could you build this and a Laboratory to double the breakthrough chances?
RustyDios  [author] 26 Feb @ 4:30pm 
Really depends on "how far" is your mid-game progress.?
If it is after building a laboratory or workshop, then maybe not.. but before those, maybe yes.

I would say to try it, but tread cautiously. Testing was all done on mid-game saves, but the preferable option is always new-game.
Dragon32 26 Feb @ 4:01pm 
@Al120
I doubt it
Al120 26 Feb @ 2:16pm 
Can this be added midsave?
RustyDios  [author] 7 Feb @ 8:27pm 
Not directly from me, but someone else is free to make a plug-in mod :)
MikeyRyu 7 Feb @ 4:17pm 
my question was stupidd so I'm making a edit to it:

will there be a compat for the MEC Redux mod? if not that's fine I was just curious is all!
RustyDios  [author] 5 Feb @ 12:47am 
The projects that can appear in the CombiLab are directed by the config files. If you go to the config files and add an ";" at the start of the project lines, this removes those projects from the lab... in theory.
jhvandiver 4 Feb @ 8:02pm 
Hey RustyDios, I'm having the same bug as Eeshton was having. What do you mean moving all projects back to the proving grounds? Could you help me out?
RustyDios  [author] 8 Jan @ 7:19pm 
In the facility event queue on the right hand side, each project get up/down/x buttons.
You can also edit the configs to basically move all projects back to the proving ground by commenting them out, this might help you recover your game
Eeshton 8 Jan @ 6:35pm 
I don't have an (X) in the Avenger's event queue, and there is no event queue in the actual facility. I have an extensive mod list so I can go through my UI mods and make some guesses as to which one might be affecting it. I could bring the list here after I'm done, but I'm not sure if it would be okay with you, I just have something like 80 hours in this save so I'm trying to save it if I can but I understand if this is too much to ask.
RustyDios  [author] 8 Jan @ 1:54pm 
Should be able to cancel by clicking the [x] in the event queue yeah
Eeshton 8 Jan @ 10:21am 
That does seem to be the issue, I think it actually may be the "Battlesuits" tech which froze everything before it in queue somehow but is there anyway I can simply cancel a project in your facility? I appreciate your response as I know this is because of my own extensive modding that this happened.
RustyDios  [author] 8 Jan @ 2:27am 
I'm sorry this has happened to you, seems to be a rather nasty bug.
I've had reports before on this but I've never managed to reproduce it myself, I don't know how to fix it.

I have a theory that it is because someone moved a *research* tech instead of a *proving ground* tech ... but again, couldn't reproduce it.
Eeshton 7 Jan @ 10:59pm 
The project that seems to be glitched is the Open Master-Crafted Advent Weapon Crate
Eeshton 7 Jan @ 10:49pm 
I'm having a glitch where none of the project complete that I set to queue leading it to be stuck at saying "0 Days Remaining" on Avenger screen yet all the projects in queue never complete, it worked fine at first but now it simply doesn't and I can't deconstruct it and retry without doing the glitched projects because of it having active projects in the queue. Is there some way around this or some way to fix it? I don't care about wasted resources, I simply want to be able to build the things available in it and now I can't. I've tried the GiveFacility console command but it doesn't seem to override what facility is already there.
RustyDios  [author] 17 Dec, 2024 @ 3:51pm 
Depending on how/what the other mod does, it likely just works with this mod.
The facility uses the "standard/default" scientist/engineer staff slots.

I have no intention to integrate something like that directly into this mod.
_m_a_ 17 Dec, 2024 @ 12:15pm 
By 2 (second question) i mean there are overhaul mods here that for every staffed engineer; you get credits per day. If its 3 and you staff 2 engineer you get 6 credits per day.

Do you have any intention like this to integrate?
RustyDios  [author] 17 Dec, 2024 @ 11:02am 
1. it is advised to do so
2. engineers reduce time required to complete projects and give gremlins
3. I don't understand the question

X. the mod is designed for plug'n'play behaviour, you don't have to adjust anything ....
_m_a_ 17 Dec, 2024 @ 9:28am 
Also can you explain [WOTC_CombiWSLAB.X2StrategyElement_CombiTechs]
do i need to touch these?
I have no mods that alter tech tree.
_m_a_ 16 Dec, 2024 @ 1:25pm 
1- does this require a new campaign?
2- does staffing engineers give credits like other mods do?
3- can i disable "Proving Ground" mimicking of item manufacturing?

Thanks a bunch,
RustyDios  [author] 16 Dec, 2024 @ 1:23pm 
possibly ... all the tested was did on a campaign in progress though
Volcannon 7 Dec, 2024 @ 7:14am 
Honestly, would love to have a mod that combines the GTS with the Training Center.
RustyDios  [author] 22 Nov, 2024 @ 6:35am 
Both good questions!
1) Got to admit I forgot to add breakthroughs for cost reductions on the new combination facility or any of it's upgrades. - noted as something to add for the future!

2) The breakthroughs for the old facilities all check if the facility is 'valid'. They should fail this check and thus not show up if you decide to enable the options to remove them.
ErHe 22 Nov, 2024 @ 6:15am 
Way late to the party on this one. I've read through all of the comments, but still have 2 questions. My apologies if the answer is obviously visible somewhere and I missed it (don't yell at me, I'm old).

1) Did you ever add in the research breakthrough for the Combi Lab? Didn't see confirmation in comments or the changelog. Just curious - maybe I missed it?

2) If bTrashTheOldLab and bTrashTheOldShop are set to True (campaign start) are the corresponding Research breakthroughs for these old buildings also removed from the deck, or will they still be gifted (and useless)? I understand you've left the facilities enabled for maximum compatibility (other mods, amIright?) but as you've exposed an option to nuke them, wondering if the breakthroughs are also removed?

Thanks for all of your contributions ... you help make the game timeless ;)
I've run into a problem。I'm working on a Requiem weapon,But the study time became 0。At the same time, I can't demolish the building。
Lasagna 13 Oct, 2024 @ 7:29am 
It's always wild to me that people say laboratory is bad, when I ususally rush it as part of my first 3 facilities. Did GTS, Lab, Ring on my previous run though on my new one I've switched to (Ring, Lab, GTS), I would even consider Lab first but there is no guarantee you will get the scientists to staff it so I ususally take it 2nd, and Ring provides enough strategic layer bonuses from covert ops that it's not to bad to delay mag weapons by a week.

An early Lab is so important for keeping up on the strategic layer, and rushing mag weapons+predator armor.
LordDeTracy 3 Oct, 2024 @ 4:00pm 
Ok! thank you for clarifying that! Much appreciated
RustyDios  [author] 3 Oct, 2024 @ 2:58pm 
? You mean your crew count in Covert Infiltration goes down?
That is correct, as the crew count would no longer count your scientists and engineers towards the limit.
LordDeTracy 3 Oct, 2024 @ 1:21pm 
not sure why, but everytime i build this.... it eats 5 of my crew. they straight up disappear
RustyDios  [author] 9 Sep, 2024 @ 3:14pm 
try cancelling all the active/queued projects
Mister Jingles 9 Sep, 2024 @ 3:07pm 
I just tried to remove the facility (cause I wanted it in another position later in the game). The game keeps telling me, though, that I have gremlins active in adjoining facilities. Which isn't the case. I removed all gremlins, engineers and scientists from every facility. And it still tells me I cannot remove it. Might be a minor thing, but in my case quite annoying.
Does anyone know a solution for this?
Soul 8 Sep, 2024 @ 10:30am 
Oh wait just saw the changelog lmaooo.
It didn't update in such a long time and since those were always there I never thought it would suddenly change,that threw me SO off guard
Soul 8 Sep, 2024 @ 10:29am 
hmm so Idk if anyone here could help,but basically I had before today,5 green search options in the res & dev which let me search supplies/intel/alloy/elirium/core.
And suddenly today its gone,since it always appeared from the moment I got this mod I thought it was from this mod,but maybe its not? But yeah a tad confuse if anyone had that happen/know where those 5 researches were from lmao,cause they gone is a real bummer to me.
Trigger 2 Sep, 2024 @ 11:10am 
Update: I was able to resume research on those armor in LWoTC after these steps:
1. Remove the scientist and engineer out of the R&D room. Then make a save.
2. Turn off the mod. Then load the save, the R&D room will not be visible again.
3. Make another save, comment the code in the config. Turn the mod on again and load the new save. These stuck armor project start appear back on research screen instead in R&D projects.
ISSUE: doing these step will return those armor research back in research window and you can start research them normally without getting pause. But doing so still not solve the problem of you no longer be about to do any project ( like generate resource) in r&d cause the game still decided it stuck at 0 day. And you can’t remove the facility even though there’s no project active.
Trigger 2 Sep, 2024 @ 8:12am 
I not aware that i need to comment out the SerpentSuit/ShadowArmor research for LWoTC and accidentally start research these tech, now it got pause and stuck at 0 day and i can't remove the selected project either. Help please.
Sodium Chloride 18 Aug, 2024 @ 12:13am 
ok, i'll make a backup then
RustyDios  [author] 18 Aug, 2024 @ 12:09am 
Adding mid-campaign SHOULD be fine, removing mid-campaign: no
Sodium Chloride 17 Aug, 2024 @ 3:07pm 
is this mod going to break stuff if i add it mid-campaign?
RustyDios  [author] 30 Jul, 2024 @ 3:33am 
So I've checked the code and the "gremlins staffed" message will show for if there are gremlins OR a project left to complete. Its just the "can't remove facility" message.

I have no idea why the projects won't complete though, and the only thing I can think of is it's a bad project in some way. I will try to code up a way to Force-complete/remove a stuck project but this will take a little time as I need to try and recreate this condition first to find out how it happens.