XCOM 2
Working Scientists
68 Comments
ПРОЛЕТАРИЙ 17 Aug, 2024 @ 1:47pm 
It is work fine with WOTC for my
No Mic Tweetus 1 Mar, 2024 @ 11:37pm 
Is it compatible with WOTC?
Roomba King 1 Oct, 2022 @ 3:47pm 
Pretty sure there is a WotC version for this
Whyte One 30 Sep, 2022 @ 10:06am 
Can anyone confirm if this mod works for Wotc?
HotelCharliHill 22 Mar, 2020 @ 4:51am 
"Don't want to lose the research bonus from your scientists even when they are working in facilities? Turn off the option in the ini file."

Where might we find this if it's integrated into LWotC (as that's being developed out of LW2)? Thanks
Shade11 9 Feb, 2019 @ 6:59am 
Is it compatibile with WOTC?
Soft Head 28 Aug, 2017 @ 9:33am 
could you update it for War of the chosen?
Roomba King 1 Aug, 2017 @ 2:09pm 
I think there is too much of a focus on LW2...
/dev/null  [author] 25 Jun, 2017 @ 3:59pm 
By retired, I simply mean seldom maintained. I will not be removing any of my mods from Workshop. I'm still proud of them and they are - IMHO good quality of life mods that people can continue to use.
Jhın Wıck 24 Jun, 2017 @ 3:33am 
pls dont retire this mod if you can as i dont run long war 2 anymore and need a mod like this
Fuzzyballs01 ꦙ 23 Jan, 2017 @ 5:20am 
uh yeah, I don't use Long War 2
I have too many mods that edit stuff, alongside my own basic overhaul mod for personal balance to let some big overhaul mod ruin half of them for me
I'll stick to using this mod, thanks
/dev/null  [author] 22 Jan, 2017 @ 4:30pm 
@Saint: At this stage I think the mod will be retired. Long War 2 contains similar functionality (or so I've been told) and makes this mod obselete?
Bad Intentions 20 Jan, 2017 @ 4:37pm 
Any plans to update it for long war 2?
Fuzzyballs01 ꦙ 1 Dec, 2016 @ 4:36am 
I don't know if it's this mod or another, but there's one that adds a scientist slot to the workshop, which gives you two scientist gremlins that work

but if he's asking if engineering gremlins can fill a scientist slot? then obviously no
/dev/null  [author] 1 Dec, 2016 @ 2:30am 
@MOG you know, ive never tried? I'd guess not since they are classed as scientist slots after the change and you can only allocate gremlins to engineering slots.
eGregious 1 Dec, 2016 @ 12:24am 
Can workshop gremlins still fill these slots?
Fuzzyballs01 ꦙ 14 Aug, 2016 @ 1:48am 
well turns out the scientist staff slots mod doesn't work with both the hunter DLC and shen's last gift DLC
which is a shame because it was a great mod before
there's also the working scientists mod that replaces some engineer slots by scientist slots
because it makes more sense for scientists to heal your soldiers or train your PSI soldiers that it would for an engineer
/dev/null  [author] 10 Jul, 2016 @ 5:08pm 
@Onikanji: I suspect something else must be conflicting. I tested repeatedly with just my mod installed with Shen's Last Gift and it worked the same as without any mods at all, I was not able to trigger the situation you describe.
Mook 10 Jul, 2016 @ 5:07pm 
Well then that is part of the issue as I said already, when I clicked the Spark button it dropped down a list of engineers which I already stated didnt sound correct.
/dev/null  [author] 10 Jul, 2016 @ 5:04pm 
@OniKanji: No, you should only see a list of your damaged sparks. You pick one, and it will start being repaired by all engineers not otherwise assigned. You should see a count of engineers next to be a big gear icon on the left of the slot button. This is how many engineers are currently not assigned to other tasks and will be repairing your spark. The higher this number, the faster the spark is repaired. You do not need to assign engineers to repair your sparks directly.
Mook 10 Jul, 2016 @ 3:48pm 
Alright, I will as soon as I can. It's just that I ended up having to restart without the mod to get rid of the issue and I am not at that mission yet. Once I get there though I will back up my save and test it again. Sorry

It's possible it may be conflicting with another mod I have I guess but no conflicts were showing up in the alt mod launcher.

Just for context, when clicking on the spark to staff it, it showed a list of engineers that I couldn't select. From what you say it sounds like I'm not supposed to see a list of engineers? Strange
/dev/null  [author] 10 Jul, 2016 @ 3:36pm 
@onikanji: please upload a screenshot of the issue so I can compare
Mook 10 Jul, 2016 @ 10:34am 
Well that isn't the case for me then with and without the mod, not sure why. Thanks for the response anyway.
/dev/null  [author] 10 Jul, 2016 @ 3:40am 
@Onikanji/Ghostmak3r: I've just finished testing through this issue and I can find no fault in my mod. The game behaves in exactly the same way with or without the mod. From what I can tell, you do not need to assign engineers to work on your sparks, but you do need to select which spark will be repaired at any given time. A single slot has been added to the Engineering (Inventory) screen which allows you to assign a spark for repair. This works whether I have my mod installed or not.

From a code review perspective, my mod only overrides the staff slots that are specifically set in the configuration file. It does not alter in any way the staff slots for facilities or screens that are not listed in the configuration file.
Mook 10 Jul, 2016 @ 1:34am 
@/dev/null
In the new dlc, it obviously adds a new MEC/robot class, instead of them being sent to the AWC they sit in the engineering tab and you must now staff them like any other facility to heal them. I believe the mod simply makes it so no Engineer can be selected and it makes it a dummy button.

:D
/dev/null  [author] 10 Jul, 2016 @ 1:32am 
@Ghostmak3r: Can you give me any information on that, I haven't played shen's last gift, so i have no idea what you're talking about. Simply saying "it breaks something" doesn't tell me what is going wrong.
Gh0stmak3r 10 Jul, 2016 @ 1:18am 
This mod definitely breaks the staffing engineer to heal sparks.
Mook 8 Jul, 2016 @ 10:30am 
I am not sure if this mod works with Shen Last Gift, I believe this breaks the staffing Engineer to heal Sparks.
Gh0stmak3r 7 Jun, 2016 @ 10:55pm 
I am having the freezing dlc armor issue and I have this scientist mod installed not the other one. I am still troubleshooting though so will hold off on this being the culprit
cb6dba 6 Jun, 2016 @ 12:40pm 
I just got abck from holiday and had no trouble equiping the armour while using this mod.

My bad, wrong scientist mod.. Sorry, was trying to help.
/dev/null  [author] 28 May, 2016 @ 5:51pm 
@DabHand: Hope I get well too :P doctors appointment on the morrow. Hopefully will learn something there.
DabHand 28 May, 2016 @ 11:17am 
I just saw that it is Scientist Staff slots that caused ruler armour equip freezes/CTDs. i.e. not this one, of course you might (like me) have been running both.

Hope you get well soon /dev/null, you are one of my fave's.
cb6dba 20 May, 2016 @ 2:23pm 
I am not really involved in modding (I stick with editing the .inis on my own comp) but it I had a hard time trying to see where this mod counld conflict wiht the Viper armour.

As I said, I am not far enough through to see if this happens. I'll post here once I am that far.

Sit back, rest and get well soon.
/dev/null  [author] 20 May, 2016 @ 2:58am 
@cb6dba: I can't for the life of me fathom that conflict. I am currently on medical haitus, but fully intend to resume updating my mods as soon as I have the energy to do so.
cb6dba 19 May, 2016 @ 10:15am 
Just read on the main forum that this mod may cause a crash when equiping the Viper armour...

I am not so far to test but thought you may want to know (and maybe check it).
Makko 15 May, 2016 @ 2:39pm 
Still working with dlc?
Artuurs 10 May, 2016 @ 11:08am 
Hhhrrrn, now we face the problem of where can we have the engineers be usefull at...
Anisotropic 26 Apr, 2016 @ 10:12pm 
Whoa, this one actually accounts for research properly! I thought I was crazy, or maybe scientists were more useless than I thought.

Damn, staffing the AWC early on is painful now ;_;
Good job, thanks!
/dev/null  [author] 5 Apr, 2016 @ 11:31pm 
@Skylark: There's a setting already in the ini file, just change it to TRUE or FALSE depending on whether you want to remove the bonus research points when the staff member is assigned to a facility.
Spectrum 20 Mar, 2016 @ 3:30pm 
Hey Dev/null what do i type in exactly in the cofig file so they also help in research? Much help would be appreciated!
/dev/null  [author] 9 Mar, 2016 @ 9:06pm 
@Meanwhile: The gremlins can't be used to staff scientist slots, TMK, so you would not be able to assign them to these buildings. Other than that, the bonus changes that are calculated are based on the unit state, and should work correctly.
Meanwhile 9 Mar, 2016 @ 8:25pm 
How does this mod interact with Workshops and the GREMLINs they send out?
Juravis 7 Mar, 2016 @ 8:52pm 
Can you remove the "Unstaffed AWC" warning? Or make it blue instead of red? It's not an absolute critical requirement, staffing the AWC or not is just a bonus unlike having an engineer sitting on his behind. Would be a nice touch.
Banished 7 Mar, 2016 @ 1:01am 
Love this mod <3
sraray 6 Mar, 2016 @ 1:09am 
Good Mod
AugustDrake 2 Mar, 2016 @ 11:06am 
Don't worry, /dev/null. I still love you.
/dev/null  [author] 2 Mar, 2016 @ 1:19am 
I mean that's seriously downheartening. If you've got a problem with the mod let me know, don't just give it a bad rating anonymously.
/dev/null  [author] 2 Mar, 2016 @ 1:18am 
Man why would you give a 3 star rating? What's wrong with the mod?
LuceVentress 29 Feb, 2016 @ 3:50am 
Yes, I removed then and added them back, and they stayed Scientists. Even the research speed changed. so I guess it was just UI issue when changing the mods.
/dev/null  [author] 29 Feb, 2016 @ 3:48am 
@spades: Are they staying scientist now?