XCOM 2
Better Laboratory
49 Comments
Mr.Pink 15 Dec, 2017 @ 12:12pm 
The Tatical Exorcist; according to the "Mods Compatible with LW2" there is a similar function all ready in LW2. https://docs.google.com/spreadsheets/d/1e7YrjDSl95Hmt1ZPSlsBStvQk95uLX_KcmWS4OoDBak/edit#gid=0
The Tactical Exorcist 5 Dec, 2017 @ 12:27am 
I know it's been a while, but is this at all compatible with Long War 2? I don't see why it wouldn't be, but I wanna see if you know for sure.
Dragon32 3 Sep, 2017 @ 1:33am 
@Anisotropic:
Thanks!
Anisotropic  [author] 2 Sep, 2017 @ 6:45pm 
Anisotropic  [author] 2 Sep, 2017 @ 5:04pm 
It's not compatible right now, but it doesn't look too hard to update.
I initially wanted to see whether labs still sucked with the changes in WotC, but it looks like they still kinda do. Expect an update.
Vaeringjar 30 Aug, 2017 @ 4:11pm 
is it WotC compatible?
shadowsoyaca 29 Aug, 2017 @ 8:08pm 
Out of curiosity, will this be updated for WotC? The only reason I ask is because not all of the mods for XCOM 2 are going to be updated and will remain for the nonWotC expansion. Not trying to pry, just wanted to ask a question. :/
T'erissk 15 Jul, 2017 @ 11:13am 
@Ajauerbach, Did you research everything already? If so, then there isn othing left ot research.

All the mod really does, is give you resource rebates -so intel, elerium and etc after having spent it on a research project.
CommanderShepard153 24 Jun, 2017 @ 12:58pm 
Lw2 compatible?
holgerschlegel 27 Nov, 2016 @ 7:49am 
@Anisotropic
I've created a german translation for this mod. If you want to include it, you can find the files at the following url:
https://drive.google.com/open?id=0B2zReRE6W6hScWNQc0phVDl0Q1k
MantLemon 24 Nov, 2016 @ 10:56pm 
Hello Anisotropic! Not sure if you're still active in XCOM 2 modding community, but recently I'm translating excellent XCOM 2 mods into Chinese, and your 3 mods which perhaps need localization support have been translated. Despite the few texts, if you don't feel it bothering to add support for Chinese (simplified), the files could be found on GoogleDrive [drive.google.com].
JiMMy 25 Aug, 2016 @ 8:19am 
thumbs up, good mod
Dragon32 21 Aug, 2016 @ 9:54am 
Little late but... I'm using this with the SLG DLC, only one Scientist slot added but I can confirm I'm at least getting the Material Rebates. Haven't done an Intel one or checked upkeep costs. But, yeah. It works.
Whyte One 1 Aug, 2016 @ 2:50am 
i want to know this as well. does this work with the shens last gift dlc?
Jide Aurelius 5 Jul, 2016 @ 10:10am 
Does this work with the new DLC?
mlipski0 29 May, 2016 @ 6:35am 
Very useful mod, but old Laboratory Rework is not working - please maybe add more scientists total 4 in updated Better Laboratory mod if possible.
José 27 May, 2016 @ 10:10pm 
@Raven: RealityMachina has Patrol Training as a mod for the Defense Matrix. Lets you use a senior officer to train lower ranked soldiers. You could even get a few promotions.
Arkhangel 18 May, 2016 @ 8:54pm 
@Green Raven: the Defense Matrix isn't useless. it's just very limtied in its utility. but by GOD is it useful when said event happens, as a Sectopod and quite a few MECs learned the hard way in my current playthrough. honestly, main thing to really do is just try and knock off a turret as early as possible (either a lucky one on a guerilla op, or the one that's usually on the roof of a train on your first or second supply raid).
alexandreww 18 May, 2016 @ 4:01pm 
Hi all, Is there someone who installed this mod and have the latest update (2016.05 with the Alien Hunter DLC) and has the Defense Matrix? It seems like I can't have in my inventory Adv Turret.:steamsad:
Anisotropic  [author] 17 May, 2016 @ 6:43pm 
@Raven: I just... I have no idea how to fix the Defense Matrix. It's highly useless but unlike the lab I can't really think of a role that would make sense and fix its "theme". I don't think saving cores would be enough of an incentive to build it, plus it doesn't really fit.

I could see maybe extending its role to a "Robotics Lab" if SHIVs or MECs ever get released... maybe Shen's Last Gift will do something like that?
T'erissk 16 May, 2016 @ 9:02pm 
I love this :)
Its really really helping me with the intel rebate part. Commander mode is unforgiving in that field normally.
Green Raven 16 May, 2016 @ 6:48pm 
Nice. Do you think you can add some sort of bonus to the defense matrix? Its pretty useless... maybe a 25% chance to recover cores on testing ground projects? (thats just the first thing I thought off.)
Aidy 15 May, 2016 @ 5:26am 
Seems pretty good.

One big issue I have with Xcom 2 is that the late-game techs are utterly pointless to research. There's little chance you'll ever actually get to research them, let alone use them, because labs are too expensive to maintain and the Avatar project's deadline is too soon.

I'm glad that there're some mods which make the whole science thing a little more worth it. Thanks!
rewind3 15 May, 2016 @ 1:34am 
Looks great, ill definetly be using this when i start my modded run.
PRPE7UAL 13 May, 2016 @ 11:14pm 
Thank you so much @Anisotropic
T'erissk 13 May, 2016 @ 7:40pm 
Yay! :)
Anisotropic  [author] 13 May, 2016 @ 7:32pm 
Yeah, look in the config folders. In XComBetterLabs.ini you can configure all the rebates and intel bonuses. You can also edit XComStrategyTuning.ini to adjust the upkeep.

@Spinosaurus, yep, it should work fine with alien hunters.
PRPE7UAL 13 May, 2016 @ 6:29pm 
Is there any way that I can edit this mod? 'cause I wanna nerf it a little bit before using it.
T'erissk 13 May, 2016 @ 4:57pm 
Hmm, this might help out in Commander Mode. I'll try this out!
It does work with alien hunters right?
Traveler 13 May, 2016 @ 10:47am 
The thing is that, at least for me, research is almost to fast. You research a new item and before you know it there's something newer and then there's nothing (unless your useing Grimy's loot) becfause the tech tree is so short.
Anisotropic  [author] 12 May, 2016 @ 10:26pm 
Seems fine so far, it doesn't look like the patch changed anything that this mod uses.
If you do find an issue, let me know!
Aklyon 12 May, 2016 @ 7:05pm 
Does it work with Alien Hunters?
Anisotropic  [author] 12 May, 2016 @ 4:30pm 
Yes, it will work with it. I just updated the description to note that.
Graey Rebis 12 May, 2016 @ 3:34pm 
Is this compatible with the "Labratory Rework" by Spades?
Anisotropic  [author] 11 May, 2016 @ 9:16pm 
Are... are you talking about what I just fixed and posted about? If not please elaborate lol
Varyk 11 May, 2016 @ 8:24pm 
Minor cosmetic incompatilibity with Grimy's Loot mod so I am sorry but i have to un-subscribe to this one. Great Idea. let me know if you fix this issue.
Anisotropic  [author] 11 May, 2016 @ 5:16pm 
@EvilEddie, thanks for catching that! I've pushed an update which should fix the Grimy's Loot issue. It looks like we both hooked into the alert code in the same way.

I also added default bonuses for 3 and 4 slots, so modded lab slots won't break it. No additional rebates though, that would be pretty broken.
titan36 11 May, 2016 @ 4:04pm 
great mod, thanks!
EviLEddiE 11 May, 2016 @ 1:25pm 
This is a great idea - I felt that the Laboratory in the vanilla game did not justify its costs, in my playthroughs it was the last building I ever built. So don't mind such trolls as "Artuurs" below...

Having said that - the mod has a minor compability issue with Grimy's Loot Mod - the item inside ADVENT and Alien Strongboxes does not display after their corresponding research is complete. Is there a way to override this behaviour in the XComEngine.ini file?
El 10 May, 2016 @ 8:13pm 
This might actually make me BUILD a lab for once.
Anisotropic  [author] 10 May, 2016 @ 4:39pm 
For those asking about compatibility, this is definitely compatible with the build/craft mod, since I tested with it. It doesn't modify the lab facility itself, so it should be compatible with almost everything.

For the "extra lab slots" mod, you will need to add bonuses for 3 and 4 scientists to the INI, but it should work fine after that. You will probably want to rebalance the bonuses while doing that, since that mod buffs the lab also.

Also, all bonuses are configurable, so anyone worried about balance is free to nerf them.
However, given that you are trading off a lab with some other facility (eg. psi lab, proving ground, etc...) I feel like the opportunity cost is high, and the bonuses need to be significant to be at all competitive.
Artuurs 10 May, 2016 @ 10:20am 
''labs might become overpowered useful. '' it already is, quite cheatfull, very cheatfull with the resources you get back, loads of easy intell and cheaper upkeep cost, such a cheap cheesy cheat mod. I apreciate trying to make labs usefull but this is way too much and doesnt combine with other mods by the looks of it if you havent listed them...wish i could dislike this...:vahlen:
Xeraphale 10 May, 2016 @ 4:28am 
Perhaps you and the fellow that added the four scientist slots mod should share each others' code to combine these mods. Looks good though, I'll be adding this one at my earliest opportunity.
Bullett00th 10 May, 2016 @ 4:19am 
Great stuff! I had 2 consecutive playthroughs without a single lab.

Might actually build one with your mod for a new campaign.
NeoDraconis 10 May, 2016 @ 2:51am 
Does this work with the mod that allows one to put 4 scientists into one lab?
DabHand 10 May, 2016 @ 1:40am 
空.明 10 May, 2016 @ 1:00am 
The intel boosts are attractive enough for me to build them! Thank you!
Anisotropic  [author] 9 May, 2016 @ 7:58pm 
It should work fine with it, so long as you set bonuses for the third and fourth slots in the INI.
José 9 May, 2016 @ 7:42pm 
This looks like fun. Does this mod scale with the bonus laboratory slots mod?