XCOM 2
[WOTC] Combined Workshop and Laboratory
243 条留言
BA 9 月 26 日 上午 12:48 
Just FYI, there's no command to override built room, so when that happend the room is basically bricked.
Limitless 9 月 12 日 上午 8:10 
Its' cool. Thank you for your awesome work brother.
RustyDios  [作者] 9 月 12 日 上午 2:42 
sorry it's a known issue, see the description.. although ModJam/TedJam are suppose to fix the issue ... however if you are running LWotC without the ModJam for it... you'll keep hitting mod<>LWotC issues .....


you will need to use console commands to give yourself an "empty room facility " in that slot. It's been that long since I did any xcom2 work though I have no idea what the commands are anymore... should be able to find them with google, maybe.. good luck :)
Limitless 9 月 12 日 上午 1:27 
How do I delete this building? (I bugged my save as I tried researching warsuits on this, (LWOTC), now I need the space for contacts and I can't remove it since I still have projects bugged forward in 60 days.)
huntersorce20 9 月 9 日 上午 2:47 
there's also facilities+ and scientist staff slots for swapping, but those change all the slots for a particular building from engi to sci. which is nice, since it lets me configure what i want for each, but doesn't allow staffing both in the same building.
RustyDios  [作者] 9 月 9 日 上午 2:28 
Yeah, sorry.
There are some other mods out there that allow swapping Engineers to Scientists like Core Room Slots ....but there are few mods with actual new facilities that utilise a hybrid setup. In fact, there's this mod and Psionics Ex Machina... and that's it, to my knowledge ...
huntersorce20 9 月 8 日 下午 10:57 
ah, so not a simple .ini addition i as an end user can do. ok, thank you anyway, love this mod and many others you made.
RustyDios  [作者] 9 月 8 日 下午 10:54 
With a lot of code ...
huntersorce20 9 月 8 日 下午 10:45 
If I wanted to have other buildings use a combination of engineers and scientists like this one does, how would I do that?
Povuh 7 月 29 日 下午 12:43 
Thanks for this mod, and I liked the custom intro!

I was confused for a bit why I wasn't able to make the Spider Suits, EXO Suits, etc. in the Proving Grounds anymore.

Turns out I missed a part in the mod description about how the default config makes these exclusive to the workshop. So in case anyone runs into this, that's the reason. :)
Whyte One 7 月 15 日 上午 9:50 
@RustyDios Thanks. Enjoy your retirement!
RustyDios  [作者] 7 月 15 日 上午 9:47 
There is a "brainstorming" section on the XCOM2 Modding Discord for sharing mod ideas. I'm currently in "quiet retirement", I'm all burned out on making mods right now, pretty much in a "maintenance mode", which is not surprising after spending 6years-ish making mods.
Whyte One 7 月 15 日 上午 9:38 
@RustyDios First, thank you for your answer. I looked at the mod you mentioned and it seems i can use your mod and his collective mod and everything gets along. I am going to try that. Second, thank you for this mod. I was literally just talking with my son about our games. he loves Xcom like I do. I said "I wish I could just combine some rooms." He said "I am pretty sure I saw a mod that does that." Thus here I am. Also, I would like to suggest a mod to you. i think for someone with your mod skills would be an easy thing, I swear. If your interested, please let me know.
RustyDios  [作者] 7 月 15 日 上午 9:08 
Oni's Facility+ mod incorporates his "Lab already better" mod. Those mods give you upto 4 scientists slots in the laboratory AND give you intel rebates on things researched in the lab.

This mod does not have 4xslots in its "lab portion" or "intel rebates" on projects completed.
By the default settings you can however still build the normal lab and get all of Oni's benefits from it.
Whyte One 7 月 15 日 上午 8:46 
@RustyDios I know I am rather late to your mod. But I really want to try this mod. it is literally what i was wishing existed. But i have a question. I want to use the Oni's facilities+ mod. can you please tell me what this means? "Designed to work with Oni's Facilities+, except for the Lab changes." I am not trying to be dense, but this is a bit ambiguous for my understanding.
Soul 5 月 18 日 上午 9:23 
I always try to do it first and put it in the middle of the second row
Easy gremlin and reduce tech search time,gremlin can do multi excavating and unlock rooms faster,giving supplies too
Dovahkiin 5 月 18 日 上午 8:14 
tip related question. i saw that Odd in season 9 used this and did it as the first build. is that a good strategy ?seems to delay some things but may out perform doing this first in the long run. thoughts ?
RustyDios  [作者] 4 月 15 日 下午 7:25 
All facility costs are in the configs. Set up by default to Legend values.
Main Facility: 42 Days, -5 Power, 333 Supplies, 69 Supplies Upkeep
2nd Staff Slots: -2 Power, 111 Supplies, 42 Supplies Upkeep

I never set any costs for any other difficulty, I don't play on anything less than legend ..... ....
MrHiDie 4 月 15 日 下午 5:27 
what are the facility costs, days to build, and upkeep supposed to be if I am playing on Commander? The game didnt change the costs from the legend difficulty when i started playing on Commander, so I am going to change them to what they should be in the config, but i do not know what they are, or if they are any different.
Joe Marotta 4 月 10 日 上午 11:00 
The config says the extra tasks, such as elerium refiing, becomes available after Elerium technology. I just completed that research and these tasks are not available. However, in previous campain, these tasks showed up... eventually. I am trying to pinpoint the trigger that makes them available. Thanks!
hottt3 3 月 20 日 上午 6:53 
:ghsmile:
RustyDios  [作者] 3 月 20 日 上午 6:42 
Should be fine...
hottt3 3 月 20 日 上午 1:50 
Thanks for the mod! I have a question. I'm going to install "Core Room Slots" mod https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1287107824 , will this mod and yours work together?
gitanya 3 月 6 日 上午 11:57 
Ok, good to know. Thanks for answering and making such tasty mods!
RustyDios  [作者] 3 月 6 日 上午 11:54 
You can build the vanilla facilities. It's optional if this mod removes them.
You won't get double-breakthrough chance though. The bonus increase is an on/off type thing rather than an actual %.
gitanya 3 月 6 日 上午 7:10 
Does this disable the base Workshop/Laboratory or could you build this and a Laboratory to double the breakthrough chances?
RustyDios  [作者] 2 月 26 日 下午 4:30 
Really depends on "how far" is your mid-game progress.?
If it is after building a laboratory or workshop, then maybe not.. but before those, maybe yes.

I would say to try it, but tread cautiously. Testing was all done on mid-game saves, but the preferable option is always new-game.
Dragon32 2 月 26 日 下午 4:01 
@Al120
I doubt it
Al120 2 月 26 日 下午 2:16 
Can this be added midsave?
RustyDios  [作者] 2 月 7 日 下午 8:27 
Not directly from me, but someone else is free to make a plug-in mod :)
MikeyRyu 2 月 7 日 下午 4:17 
my question was stupidd so I'm making a edit to it:

will there be a compat for the MEC Redux mod? if not that's fine I was just curious is all!
RustyDios  [作者] 2 月 5 日 上午 12:47 
The projects that can appear in the CombiLab are directed by the config files. If you go to the config files and add an ";" at the start of the project lines, this removes those projects from the lab... in theory.
jhvandiver 2 月 4 日 下午 8:02 
Hey RustyDios, I'm having the same bug as Eeshton was having. What do you mean moving all projects back to the proving grounds? Could you help me out?
RustyDios  [作者] 1 月 8 日 下午 7:19 
In the facility event queue on the right hand side, each project get up/down/x buttons.
You can also edit the configs to basically move all projects back to the proving ground by commenting them out, this might help you recover your game
Eeshton 1 月 8 日 下午 6:35 
I don't have an (X) in the Avenger's event queue, and there is no event queue in the actual facility. I have an extensive mod list so I can go through my UI mods and make some guesses as to which one might be affecting it. I could bring the list here after I'm done, but I'm not sure if it would be okay with you, I just have something like 80 hours in this save so I'm trying to save it if I can but I understand if this is too much to ask.
RustyDios  [作者] 1 月 8 日 下午 1:54 
Should be able to cancel by clicking the [x] in the event queue yeah
Eeshton 1 月 8 日 上午 10:21 
That does seem to be the issue, I think it actually may be the "Battlesuits" tech which froze everything before it in queue somehow but is there anyway I can simply cancel a project in your facility? I appreciate your response as I know this is because of my own extensive modding that this happened.
RustyDios  [作者] 1 月 8 日 上午 2:27 
I'm sorry this has happened to you, seems to be a rather nasty bug.
I've had reports before on this but I've never managed to reproduce it myself, I don't know how to fix it.

I have a theory that it is because someone moved a *research* tech instead of a *proving ground* tech ... but again, couldn't reproduce it.
Eeshton 1 月 7 日 下午 10:59 
The project that seems to be glitched is the Open Master-Crafted Advent Weapon Crate
Eeshton 1 月 7 日 下午 10:49 
I'm having a glitch where none of the project complete that I set to queue leading it to be stuck at saying "0 Days Remaining" on Avenger screen yet all the projects in queue never complete, it worked fine at first but now it simply doesn't and I can't deconstruct it and retry without doing the glitched projects because of it having active projects in the queue. Is there some way around this or some way to fix it? I don't care about wasted resources, I simply want to be able to build the things available in it and now I can't. I've tried the GiveFacility console command but it doesn't seem to override what facility is already there.
RustyDios  [作者] 2024 年 12 月 17 日 下午 3:51 
Depending on how/what the other mod does, it likely just works with this mod.
The facility uses the "standard/default" scientist/engineer staff slots.

I have no intention to integrate something like that directly into this mod.
_m_a_ 2024 年 12 月 17 日 下午 12:15 
By 2 (second question) i mean there are overhaul mods here that for every staffed engineer; you get credits per day. If its 3 and you staff 2 engineer you get 6 credits per day.

Do you have any intention like this to integrate?
RustyDios  [作者] 2024 年 12 月 17 日 上午 11:02 
1. it is advised to do so
2. engineers reduce time required to complete projects and give gremlins
3. I don't understand the question

X. the mod is designed for plug'n'play behaviour, you don't have to adjust anything ....
_m_a_ 2024 年 12 月 17 日 上午 9:28 
Also can you explain [WOTC_CombiWSLAB.X2StrategyElement_CombiTechs]
do i need to touch these?
I have no mods that alter tech tree.
_m_a_ 2024 年 12 月 16 日 下午 1:25 
1- does this require a new campaign?
2- does staffing engineers give credits like other mods do?
3- can i disable "Proving Ground" mimicking of item manufacturing?

Thanks a bunch,
RustyDios  [作者] 2024 年 12 月 16 日 下午 1:23 
possibly ... all the tested was did on a campaign in progress though
Volcannon 2024 年 12 月 7 日 上午 7:14 
Honestly, would love to have a mod that combines the GTS with the Training Center.
RustyDios  [作者] 2024 年 11 月 22 日 上午 6:35 
Both good questions!
1) Got to admit I forgot to add breakthroughs for cost reductions on the new combination facility or any of it's upgrades. - noted as something to add for the future!

2) The breakthroughs for the old facilities all check if the facility is 'valid'. They should fail this check and thus not show up if you decide to enable the options to remove them.
ErHe 2024 年 11 月 22 日 上午 6:15 
Way late to the party on this one. I've read through all of the comments, but still have 2 questions. My apologies if the answer is obviously visible somewhere and I missed it (don't yell at me, I'm old).

1) Did you ever add in the research breakthrough for the Combi Lab? Didn't see confirmation in comments or the changelog. Just curious - maybe I missed it?

2) If bTrashTheOldLab and bTrashTheOldShop are set to True (campaign start) are the corresponding Research breakthroughs for these old buildings also removed from the deck, or will they still be gifted (and useless)? I understand you've left the facilities enabled for maximum compatibility (other mods, amIright?) but as you've exposed an option to nuke them, wondering if the breakthroughs are also removed?

Thanks for all of your contributions ... you help make the game timeless ;)