XCOM 2
[WOTC] Living Space Redux
30 Comments
RustyDios  [author] 11 Jun @ 8:16pm 
Yes, it's in the configs of this mod.
☥¤§ÑîGHTMÃRɧ¤☥ 11 Jun @ 7:21pm 
can u increase the crew limit to 100 active?
RustyDios  [author] 26 Apr @ 10:00pm 
Sorry for the wait.
A ) This mod doesn't have timed projects. The facility is already built in the avenger you just buy the upgrade and done. So something else you have caused this to break.

B ) Although listed as a requirement for CI this mod (as well Prototype Armoury) are not hard requirements, you can play CI without them.

C ) I have zero idea how to un-stick your campaign, as I can't figure out what/how/why has gone wrong. The mod has worked fine for countless other people, myself included. I am sorry an issue has happened to you.
Desert Punk 26 Apr @ 6:09pm 
still waiting for a response. this mod has broken my campaign due to the stuck upgrade leading to a permanent over-staffing problem that has spiraled my recovery times into oblivion.
extra sucks because this mod is required by Covert Infiltration despite not really being that useful or interesting.
Desert Punk 23 Apr @ 7:28pm 
first upgrade is somehow stuck? i have an engineer assigned to the project, but it's forever stuck at -1 hours and the status in the geomap is "paused"
LeyShade 27 Jan @ 11:10am 
User had knocked out their entire Localization folders tampering with their AV, destroying a lot of ther things with 'Local' in the file, folder or pathing structure.

Totally forget even asked you Rusty with how frustrated was with them. Sorry for using up your time.
RustyDios  [author] 26 Jan @ 3:23pm 
if you deleted all the entries in the config or if you've done all the upgrades, then the button might not be there ?

honestly can't recall if it hides or disables(greys out)
LeyShade 26 Jan @ 3:18pm 
Is there any known conflicts or obvious reasons to the Upgrade's button to completely disappear as if it never existed, or is this one for us to track down as weird science?
Human_me 25 Jan @ 2:41pm 
Thank you Mr.Nuke for testing this.
@RustyDios, is it worth adding a comment under description to mention it should work with LWOTC for future people?
Mr.Nuke 19 Nov, 2024 @ 8:07pm 
I like tygan and Shen's new digs too and it makes sense for her to be the 1st engineer at work. Since she gripes about it so damn much LOL. Good work Rusty!
Mr.Nuke 19 Nov, 2024 @ 8:05pm 
8 hours no issues except I had to increase the limits. I doubled the default and upgrades. works with larger long war of the chosen and tedjam no glitch thus far.
RustyDios  [author] 19 Nov, 2024 @ 4:52pm 
If it's not crashing and it seems to work all is good, leave it in.
Thankyou for testing CI-Module to LWotC crossover compatibility :)
Mr.Nuke 19 Nov, 2024 @ 2:36pm 
I made a mistake and left this enabled while converting a CI centered profile to LWOTC. I got rid of every CI mod except this one. It has been running without issue as far as I see. I'm scared to disable it now because your description clearly say not to and I like the campaign I'm running. But be honest , did I break it??
RustyDios  [author] 9 Nov, 2024 @ 9:48pm 
you can also try the console command;
"SetCurrentCrewLimit 40" to force an update (assuming you have not purchased any upgrades)
RustyDios  [author] 9 Nov, 2024 @ 9:43pm 
Are you sure some other mod isn't also editing the starting crew limit?
Like RAINS 8ManCore Rebalance, or a Tweaks mod ?
Soul Fly 9 Nov, 2024 @ 9:24pm 
I tried changing the crew limit to 40, but the UI still shows XX/30. Is there a second file I need to change besides XComLivingSpace.ini?
Dragon32 4 Sep, 2024 @ 7:46am 
@D3adlocust
It's fine. AML reads the Required Items on a mod's Workshop page.
D3adlocust 4 Sep, 2024 @ 6:19am 
I'm getting back into XCOM2 modding after some time, so advance apologies if this is common knowledge. I'm running AML and it's telling me Covert Infil is not recognizing this as a dependency check for the OG Living Space mod. Is it safe to run as is in AML, or do I need to do something in a config file to address the missing dependency notification?
Selmo 16 Aug, 2024 @ 7:19am 
Yes, I am a lazy person I just set some supplies & alloys 4 times. Thanks for the update.
RustyDios  [author] 15 Aug, 2024 @ 8:16pm 
hmmm .. if the lines are *exactly identical*, your'll want to use [.] instead of [+]
I've updated the mod to add that into the configs comments section ...
Selmo 15 Aug, 2024 @ 7:36pm 
Yeah I found it when I read the config.
I encountered a strange behaviour. I wanted 4 upgrades, but it wont work. I doubled the lines but only shows 2 upgrades then I make 4× for the first but I see only 1. The only way it works for me, that the resource lines are different at every upgrades. It's not a big deal I wrote some 0 quantity lines so all the 4 upgrades has the same cost and it's works. I tested it with clean config and new campaign only with this mod and still the same so I think I found a bug.
RustyDios  [author] 15 Aug, 2024 @ 6:43pm 
@ruler2k2k2k
Pretty much, yes. More things exposed to configs.
Optional amount of Living Space Facility Upgrades can be created from the config
Minor bugfix that extends the "facility houses sci/eng" from one facility, to a list of multiple facilities
Option to include Spark/robotics overflowing from repair bay slots to the crew count.

@Selmo
ERRF does indeed have PG Projects to increase the number of robotics only repair bays

@jat11241976
Nice finds! .. I'm pretty sure I had CI's version running with Core Room Slots at one point ... and I know my good friend MrCloista was running the Morale System with CI's version. I've done no changes to the "will recovery" logic, so both of those should be fine
grammarsalad 15 Aug, 2024 @ 4:57pm 
@ruler2k2k2

From what I'm seeing, yes. I was able to duplicate all the settings I had in place from LS, And I was able to add one additional upgrade. Maybe there was something missing that I didn't use, but looks great to me
ruler2k2k2 15 Aug, 2024 @ 8:58am 
So having read the description, is the difference between this and CI's Living Space, is that this one has more config's. Is that correct?
Selmo 15 Aug, 2024 @ 8:14am 
Just started a new campaign and Jane Kelly got crappy random stats so this is a legal reason to start a new ^_^ , and I will test the SHIVs. Probably not implemented, and I am not sure if you can easily, but if your robot repair slots add robot only space that would be reasonable and really cool, no pressure to do it tho.
jat11241976 15 Aug, 2024 @ 4:46am 
There is 2 will recovery mods that I know of: Core Room Slots by Reality Machina that add soldier slots to the bar, to allow faster regeneration of will. And Morale System by Hotblooded, that allows will gain in tactical by killing the enemy. I currently use the first, so I'll see if any issues arise as I progress. Appreciate you Rusty, thank you for the excellent mod!:steamthumbsup:
Vaultwulf 15 Aug, 2024 @ 12:24am 
Outstanding! Instant sub! :steamthumbsup: :steamthis:
RustyDios  [author] 14 Aug, 2024 @ 7:44pm 
No idea.. if SHIVs count as "bIsSoldier() && bIsRobotic()" ... then they would be under the "and robotics toggle" in the config. (which is OFF by default btw)
Kinsect 14 Aug, 2024 @ 7:38pm 
Robot's as well? can SHIV's count as well?
Kexx 14 Aug, 2024 @ 6:07pm 
sexy!