XCOM 2
AWC & Psi Lab Scientist Requirements
27 Comments
GoProne 28 Nov, 2023 @ 12:06pm 
shadow onion it does, the Awc is the medbay.
shadow onion 19 Feb, 2023 @ 7:41pm 
can this mod affect the medbay too?
Lucius Confucius 8 Nov, 2019 @ 1:34pm 
Seems to work for WotC
VS-lockon 6 Nov, 2019 @ 7:01am 
hello any one home
VS-lockon 5 Nov, 2019 @ 6:44am 
dose this work with gens mod if not not use full
Zoinho1 26 Apr, 2019 @ 7:50am 
So will be compatible with True retroactive AWC?
Gwynbleiid 1 Sep, 2018 @ 10:03pm 
@RealityMachina Hi, I'm wandering if this mod work for WotC, i think that i have seen somewhere that the infirmary is called awc in the code, so if thats true it could work
Joseph 31 Oct, 2017 @ 1:34pm 
Anyone tested for WotC yet? Does it work?
lewiswall1 31 Aug, 2017 @ 3:42pm 
does this work with wotc and if not will there be an update
LunariSky 27 Jan, 2017 @ 4:46am 
@RealityMachina Oh cool :D
RealityMachina  [author] 26 Jan, 2017 @ 12:03am 
@Hachiko It's redundant with Long War 2.
LunariSky 23 Jan, 2017 @ 4:18am 
Does this work with Long War 2?
Hunter 30 Oct, 2016 @ 9:58am 
Finally. Something that makes sense.
Never understood why you put an ENGINEER, who knows MATH, to treat WOUNDS, that requires MEDICINE! same with the Psi Lab, which i believe requires at least neurology to make it work.
Personally if i was an wounded XCOM soldier, i would prefer to stick in my bed instead of the AWC, this mod fixes that.
Siven 5 Aug, 2016 @ 10:43am 
Great mod, and the changes make sense.
AWC Helps healing and even shows doctors, PSi -Lab ....well its in the name. :)

Can Gremlins still be used in those slots, or are they classed as engineers?
mR.MaG0o 18 Jul, 2016 @ 6:35pm 
Awesome mod!
Do you have any plans to add the feature of canceling research bonus of scientists allocated on these rooms?
Sir Texas Sir 9 Jul, 2016 @ 8:38am 
I all ways wonder why it wasn't scientiest and now this gives all the extra ones I get something to do.
Alphadog 23 Jun, 2016 @ 3:33pm 
@RealityMachina, Do you still get the research bonus if you place a scientist in those rooms?
pierre.fagnan 11 Jun, 2016 @ 11:17pm 
This note so you know I'm enjoying the fruit of your efforts. Thanks for sharing thid mod. It is greatly appreciated.
/dev/null 6 Apr, 2016 @ 1:29am 
@Zodyr: They aren't the same. Engineers2Scientists uses a class override while this one uses a UIScreenListener to safely change the templates.
Saint Void 27 Feb, 2016 @ 1:54am 
mod totally makes sense, but when you place a scientist does it re-increase your research time? cause that would be a good balance instead of just 4 free engineer spots, plus if they are running the medical or psionic machines of the two rooms then they can't be helping with research, right?
Dov413 26 Feb, 2016 @ 9:52am 
Hey I love the idea but it was making my game glitchy, and while I do enjoy the mod (It does technically work) I am not sacrificing performance for a few freed up engineers
Zodyr 22 Feb, 2016 @ 6:28am 
@Kwissy, did you even read the description? Both mods are EXACTLY the same.
Taken from engineers2scientists: "Changes the Engineer slots in the AWC and Psi Lab into Scientist slots to make Scientists a bit more useful, it also seems to make more sense."
Ser Lancelot 19 Feb, 2016 @ 11:28pm 
Nexus, pretty please?
DON 17 Feb, 2016 @ 9:11am 
There is also another mod called Engineer2Scientist that does the same thing here. I think this was posted first though
RealityMachina  [author] 15 Feb, 2016 @ 7:11am 
@guby, X2StaffSlotTemplate for both the AWC and Psi Lab is what's modified, so that should be what you're looking for in other mods for compatibility checking.
guby 15 Feb, 2016 @ 2:07am 
Would you mind listing the exact classes you overrode to make this work? Gives me a way to make sure it doesn't conflict with other mods.
jweller12 15 Feb, 2016 @ 12:08am 
can they still be staffed by gremlins, so i can design my base around it?