XCOM 2
Laboratory Already Better Fixed
14 Comments
LightenedDark 13 Jun @ 7:57pm 
@zontik2012 (Months later) uh not really. Facilities+ makes the slots go from 2->4 but there's no config entry in it to enable more than 4 total. The old mod pairings allowed 6 as I mentioned. Oni hasn't updated or responded to that mod in years which is why I was hoping you could just expose those values.

No shade though, I have to manually go look for responses to my posts because the 'subscribe to thread' doesn't seem to alert me when people reply to my posts.
Duk of Deth 5 Sep, 2024 @ 6:32am 
I use Grimy's mod - the one updated by Ginger.
zontik2012  [author] 4 Sep, 2024 @ 5:52am 
@Duk of Deth do you use Grimy's Loot mod or TeslaRage's one?
Duk of Deth 25 Aug, 2024 @ 7:29am 
I've noticed that if used alongside Grimy's Loot mod any loot boxes researched will unlock but the player will not be presented with the options to choose a weapon/armor/gremlin/spark bit. In fact I don't think anything is rewarded at all - not even by random.
zontik2012  [author] 24 Aug, 2024 @ 8:35am 
@LightenedDark Can't you setup facilities+ to do that? I swear I thought I'd done something like this through that mod's config.
zontik2012  [author] 24 Aug, 2024 @ 8:32am 
@Sauron this mod doesn't affect main laboratory research speed. Speed research mentioned in the description is the "Laboratory" research speed, which is set relative to main lab speed.
For example, if the "lab research speed" is 50% then the research that is taking 10 days in main lab will take 20 days in the lab facility.
Sauron Baggins 20 Aug, 2024 @ 3:20am 
hi, is this strictly Qol mod or does if affecting speed of research

"Replaced handicap system with setting laboratory research speed relative to main lab."
LightenedDark 30 Jul, 2024 @ 4:20pm 
Thanks for the mod, Zontik2012! I was using the old one am looking forward to this one.

Small request: Can you add an integer value for more scientist slots? I liked stacking the old mod's +2 scientists and Facilities+'s +2 for a total of 6 scientist slots. The UI can support 8 and it's not like you can just build more labs...

Suggested XComGame.ini lines:
ExtraSlots = 4

[LaboratoryAlreadyBetterFixed.Upgrades]
Laboratory_Slots_Power = -1
Laboratory_Slots_UpkeepCosts = 10
Laboratory_Slots_ResourceCost = (ItemTemplateName="Supplies", Quantity=35)

It's pretty cool to build a science lab early and run 6 (or 8 slots) but it's pretty easy to accidentally bankrupt yourself, hence the low costs.
tastiger841 2 Jun, 2024 @ 6:05am 
In case you are interested, [WOTC] Kinetic Utility Items is a great mod, except it starts to duplicate projects.

Could be mod conflict on my end.
zontik2012  [author] 21 May, 2024 @ 12:39pm 
@0inArrow no, it's a replacement mod
zontik2012  [author] 21 May, 2024 @ 12:37pm 
@Canthyse, no, it doesn't affect it
0inArrow 21 May, 2024 @ 9:29am 
Out of curiosity, do you need to have the original mod installed for this one to work, or does it work on it's own?
Canthyse 21 May, 2024 @ 8:20am 
since i use the combined worshop and lab and i killed the vanilla lab, the tygan's research will appear there also?
attiladuran123 20 May, 2024 @ 9:55am 
Can you make a fix for the proving ground ?
When you use the MEC Trooper mod there is some minor problems with the UI
If you could make it smaller to fit there everything it would be worth my money 💰