XCOM 2
Manufacture Job
88 Comments
Hangin Bangin Luigi 15 Nov, 2023 @ 7:49pm 
does this work with long war of the chosen?
Dęąth Viper 12 Apr, 2022 @ 5:24am 
does this work with stategy changes?
Calligo 9 Jul, 2018 @ 4:17am 
This mod is pretty neat, but it seems to more or less break the late-game economy. With a couple regions set largely to manufacturing, I produce so much weapons and equipment that I can effectively double my supply income by selling everything I don't need (lots of lower-tier stuff, which still adds up when you sell magnetic and coil by the dozen) to the black market.
Dragon32 29 Aug, 2017 @ 12:38pm 
@Nasarog:
It's a LW 2 mod. Stop blindly copying and pasting and use your brain maybe?
(he says copying and pasting)
Nasarog 29 Aug, 2017 @ 11:15am 
Willl this be updated for War of the Chosen?
sdomult 11 Aug, 2017 @ 6:01am 
I absoluvely love the mods you've made, specifically ones around the functionality of the havens. I feel like there could be more strategy overall with the resistance and havens that could make it feel more like the old X-Com with bases around the globe as they get liberated. How hard would it be for a base building function for each haven for it's different bonuses and perks? I have 0 ideas on how to mod but this idea has been knocking around in my head for awhile. Different facilities for different havens for different perks? Just an idea for anyone who could do it. I don't even know where to begin with trying for myself.
Killian 18 Jun, 2017 @ 1:36pm 
Manufactured items are added to your inventory automatically.
dstone2 17 Jun, 2017 @ 3:16pm 
How will you pick up the weapons or other items?
Nitsah 14 Jun, 2017 @ 1:43pm 
What do I add to the Manufacture.ini to make it have a chance of producing Heal Grenade mod?
gongoozler 9 Jun, 2017 @ 11:43pm 
Does it only works on a new save?
HeavyFermion 8 Jun, 2017 @ 8:48pm 
Ok, so it lookes like it is working as intended. I also had an engineer in the liberated region so that probably put it even further into overdrive. Thanks for for the reply.
RealityMachina  [author] 8 Jun, 2017 @ 8:41pm 
Liberated regions produce double: the idea is that a few regions set to be manufacturing-based regions can substitute for building most of your equipment on the Avenger, with the downside that it'll be RNG-based as to what exactly you get per couple of weeks.

Meanwhile the number of rebels for a job influences how fast it completes, not how much it makes.
HeavyFermion 8 Jun, 2017 @ 6:03pm 
I think mine is glitched. I only had one rebel assigned to manufacture in a liberated region and it gave me 10+ free items at once (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=942769094) .

Could this glitch be related to the Liberate job glitch that spawns a liberation mission in every region, both uncontacted and contacted? i.e. it is giving me a manufactured item for every region in the game? I do not have any other of Reality's jobs installed at the moment, but I did have all of them in my prevcious campaign
Glacialis 7 Jun, 2017 @ 9:10am 
If they manufacture things you don't want, sell them at the black market. This mod is pure profit. :D
AZL4N 4 Jun, 2017 @ 6:05am 
I don't think its working. I can get the havens to manufacture stuff, but I see no indicator for it and haven't been receiving goods from them. I have some armor and weapons and utilty items avaliable to be produced but haven't received any so far.
Belhedler 26 May, 2017 @ 12:36pm 
I kinda think it is lacking in the long term. Well sure I have plenty of plasma grenades made from this mod alone but it is crafting weapons of lower grade than the tech I reached long ago. So it is kinda great for flavour reason but I kind of doubt of it efficiency now. Nothing to say regarding the exection. The mod works just right.
Nictis 16 May, 2017 @ 10:40am 
Is the ratio of supplies>manufacture necessary, or does it just have it happen faster?
Glacialis 15 May, 2017 @ 10:27am 
Still working well with LW2 1.3?
Zyrrashijn 9 May, 2017 @ 11:28pm 
RemTM: For your screenshot strategy, i think there is a neat little mod that works better:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=885278302
RemTM 12 Mar, 2017 @ 6:21pm 
You will have to change the launch options to allow you to bring up the console in-game.

In Steam, right-click the game in the steam library, then go Properties>Set Launch Options. After that, in the small window that pops up, put this in: -allowconsole

After that, just launch the game as normal, and after loading your save, press the tilda (~) key, which should bring up the console. Then just enter...

InitNewJob

...and then you're good to go! Hope this helps!
ChromePlate 12 Mar, 2017 @ 5:09pm 
and is it job or jobs?
ChromePlate 12 Mar, 2017 @ 4:23pm 
i type "InitNewJob" where?
The debug tool console or whats it called?
RemTM 7 Mar, 2017 @ 2:11pm 
As I usually screenshot a lot of stuff nowadays while playing due to a little project I'm working on, I forgot to mention this earlier... I always make sure to hit the screenshot button (F12) as soon as something important occurs. In the case of this, if the shipment is too much for you to read before it disappears, try to take a screenshot immediately. That way you have an easy way to read what you got. Might not be the most ideal way to go about things, but it works.
Deathreak 7 Mar, 2017 @ 6:43am 
ahh ok i shall keep an eye out and see!
RemTM 5 Mar, 2017 @ 2:17pm 
There should be an indicator on the bottom left of the geoscape screen when a shipment of materials are sent over from manufacturing jobs. It will also conveniently pause any scanning you are doing so you actually have time to see the material shipment.
Deathreak 5 Mar, 2017 @ 7:34am 
Hey guys, not sure if this is working or not, is there some sort of notification that it is producing things? i.e. something at the monthly report or that appears in the bottom left of the geoscape view?
Arman Yitzak 27 Feb, 2017 @ 1:45pm 
Does this job generate retaliations? I suggest it should count as a supply job for this purpose.
Alextfish 23 Feb, 2017 @ 3:08pm 
Thanks for the mod! Just need to remember to InitNewJob!
Would it be possible also to add indications of how many people we have manufacturing to the Haven tooltips? Where they currently say "S:4 I:2 R:1 H:0" can we have an "M:1" in there too?
RemTM 18 Feb, 2017 @ 8:56pm 
Can I request for you to expose the potential loot table for the Manufacturing job? I'm currently playing with the "Ammo as Weapon Mods" workshop mod, and it replaces the original ammo items with alternative versions that can be equipped on the weapon directly rather than in a utility slot. Having the loot table exposed in the configs will help me fix up the issue of having the wrong ammo item being given. It will also let others add/remove items to their tastes.
DidItForTheSergalKeks 12 Feb, 2017 @ 11:50am 
i started a fresh campaign, I thought that was only for camppaings in progress.
InCuBuS 12 Feb, 2017 @ 5:40am 
@DE DONDE DIVINO

Have u used the InitNewJob Command ?
DidItForTheSergalKeks 12 Feb, 2017 @ 12:54am 
I think this is bugged for me as it has been two months and i havent received anything.
InCuBuS 9 Feb, 2017 @ 10:54am 
"...but you have to be fast because it doesn't last long..."

yeah thats the only little Issue with this Mod. If many other Stuff is going on at the Geoscape, most of the time you dont read this... some kind of "Pop Up Window" would be really nice :)

Greetings
XiRiith 9 Feb, 2017 @ 4:59am 
@Hell_Nico Look at the 2nd screenshot of the mod : when you are on Geoscape, on the lower left corner of the screen you can see the items at the time they are produced... but you have to be fast because it doesn't last long...
Pyrus 8 Feb, 2017 @ 7:40pm 
@Hop Out Da Rarri (BurnTalk) ☢

First go to the Binaries folder in your main XCOM 2 folder and make a shortcut to 'XCOM2.exe', choosing from thr 32 or 64 bit version depending on your system OS. Then you need to open up the properties of the shortcut and add -allowconsole -log in the target bar.

It should look similar to this afterwards: "C:\Games\Steam\SteamApps\common\XCOM 2\Binaries\Win64\XCom2.exe" -allowconsole -log

Finally, enter the game using the shortcut, load up your save file and press the tilde (~) key to open the console and enter InitNewJob. That should force the game to let the job give you items.
[HN] 8 Feb, 2017 @ 4:08pm 
@Earth Dragon : Pavonis, balancing stuff ?
HAHAHAHA Nice joke man !


Concerning the mod, it's a really nice one but it lack a critical feature right now, a pop up to inform you what got manufactured. Having to check your inventory to discover that something, sometime ago, as been built is not really practical.
Hop Out Da Rarri (BurnTalk) ☢ 8 Feb, 2017 @ 2:02pm 
How do you use the command InitNewJob?
WalrusJones 7 Feb, 2017 @ 6:54pm 
I was actually thinking about something just like this today, so I have to say... You got to it nice and quickly.
Earth Dragon 7 Feb, 2017 @ 6:15pm 
Yeah, I'm 100% with the idea that no control over what is produced is a counter balance, but that's a counter balance if what you are getting is worth 1.25-1.5x what you would get out of a guy on supply. When it's worth 4-10x, it's just a bit much, and it doesn't matter what the guys are producing, it's better then having that one guy on Supply.

Great ground work so far and idea. That needs to be reiterated. I'd hope the author wouldn't be offended if the Pavonis guys contacted him and tried to balance this against the flow of their game!!
eldiabs 7 Feb, 2017 @ 12:35pm 
Is there a way to reduce this even further? I've set it to income per rebel to 1.0. Will 0.1 work? I have one manufacturing job at one haven with everything else in the haven on supply and it's producing 5 - 10 items every week or so. Way too much...
xdefect 7 Feb, 2017 @ 11:27am 
This is a really cool idea, thanks!
HeadStrikeR ! 7 Feb, 2017 @ 10:06am 
Looks like a nice addition, i like that you put in the supply dude scaling that was also something i instantly thought about while reading the mod title.

One idea: like you spent intel points on inf missions, you could spend supplies in these liberated countries to increase the productionspeed for a set amount of time.
DroZzhat 7 Feb, 2017 @ 1:37am 
This is a pretty cool idea. Good work!
RealityMachina  [author] 6 Feb, 2017 @ 8:57am 
No but now that you've reminded me that's a thing in LW2, I'll get right on that
Celeritas 6 Feb, 2017 @ 8:54am 
Are production of weapons upgrades such as expanded magazine, laser sight, and such included in this mod?
wigpeeler 6 Feb, 2017 @ 6:41am 
Hmm, I get a command not recognized message in the console with InitNewJob. Is that normal?
William Knifeman 5 Feb, 2017 @ 1:08pm 
seems to me the easiest to balance this is the manufacture jobs gives you a loss of supplies each person on the manufacture job decreases your income by a set amount
RealityMachina  [author] 5 Feb, 2017 @ 12:13pm 
@Sentenryu

Sure, give me a bit.
Sentenryu 5 Feb, 2017 @ 11:42am 
Is there a possibility to add an option to make it pause so you can see what the rebels have produced? mine has a tendency to spam the log with the products right before a mission pops, so I never know what I got
Earth Dragon 5 Feb, 2017 @ 10:08am 
While this seems to be a great idea, I'm really worried about balance on this sort of thing. Just looks like an overpowered job giving you lots more stuff then you should be getting based on the current flow of the game.