XCOM 2

XCOM 2

331 hodnocení
[WOTC] Combined Workshop and Laboratory
   
Ocenit
Přidat do oblíbených
Oblíbeno
Odebrat z oblíbených
Velikost souboru
Přidáno
Aktualizováno
4.736 MB
21. kvě. 2022 v 9.27
6. zář. 2024 v 11.47
Poznámky ke změnám (6) – zobrazit
Abyste mohli použít tuto položku, musíte vlastnit DLC.

Klikněte na „Odebírat“ pro stažení položky
[WOTC] Combined Workshop and Laboratory

Popis
What Is This?
This is a combination of the Laboratory and the Workshop into one facility.
With a few other little bonuses.

Why?
Well, I've always found the Laboratory and Workshop to be mediocre facilities.
Normally pointless to build in any given campaign.
Yes, the bonus breakthrough rate is okay, but meh.
Yes, the bonus gremlins are okay, but still meh.
- and you give up two facility slots for that.
- Facility slots that could be used on better (modded) things!

Features
  • Has the same bonus breakthough rate of the Laboratory when staffed
  • Has the same increased research rate when staffed with scientists
  • Counts towards the Labs built for the Pursuit of Knowledge bonus
  • Pursuit of Knowledge accepted facilities exposed to configs
  • Gives two Gremlins for staffing when staffed with an Engineer
  • Has two facility upgrades for an extra slot of each type
  • Intro Movie showing a full 360degree rotation of the facility when built
  • Actual staff and crew walking about!
  • If used in Covert Infiltration: Living Space will take precedence as the facility to remove staff from the Crew/Barracks Limit, the other facilities will NOT lower the crew count!
  • If used with CI Living Space Redux has configs already enabled to allow both this mod and original Lab/Workshop to reduce crew size.
  • The Workshop actually works ...

The Workshop Works
Yes you read that correctly. The workshop has a Choose Project menu and builds stuff all on its own aside from the Proving Ground.
BUT! It has a very limited selection of projects.
How does it decide these projects.. well it doesn't, they are all set up in the configs :)
I included a bunch of projects by default but most of them come from other mods.
In fact most of the default options come from mods so you might want to grab these or adjust the configs as you want.

Default configs projects list;... There are some plans to expand this default list in the future, so keep an eye on your configs.
... There are also some plans to maybe make a "Craft From Components" style projects for common 'Loot' items. It's just not something implemented at release.

Configs?
Wouldn't really be a mod of mine if I didn't include some configs now ...

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

If the facility can build items or not. Default Yes, but see notes above.
List of Projects the facility can handle.
If the projects become Workshop Exclusive or not. Yes by default.
Options to trash the old facilities. No by default.

Compatibility
Obviously designed to work with the mods listed above.

Designed to work with Oni's Facilities+, except for the Lab changes.
This should give a 'fully functional' Avenger with 3 'spare' facility slots ...

Might have issues with mods that directly change the old facilities. Don't expect them to work with the new facility.
eg: Laboratory Rebates / Better Laboratory expects the base Laboratory and will not give rebates from the lab slots/work here.

Has an auto-mode integration with Show Tech Unlocks

Should work with mods that change how the LabSci and WorkshopEng staff slots function.
You cannot staff an engineer here and use their gremlin to staff the old workshop staff slot if built adjacent.

Designed to work with mods that expand the facilities available to the Avenger, like:
  • Psionics Ex Machina (when using config option to keep both PsiLabs??)
  • Interrogations
  • Dedicated Gene Mods mod facility .. um .. in progress ...
  • Airfleet Command Terminal ..um .. in progress maybe?
Known Issues
  1. If you use ESC to cancel out of the intro cutscene early, you will have the 'other half' of the facility ghostly visible until the 'intro timer' finishes. This should hide itself when you have full control back. We're investigating a fix
  2. Due to changes made by LWotC if you are using that, you need to manually edit the configs of this mod and remove/comment out the following projects/lines;
    • +ExtraTechTemplatesNames=EXOSuit
    • +ExtraTechTemplatesNames=WARSuit
    • +ExtraTechTemplatesNames=SpiderSuit
    • +ExtraTechTemplatesNames=WraithSuit
    • +ExtraTechTemplatesNames=RAGESuit
    • +ExtraTechTemplatesNames=SerpentSuit
    • +ExtraTechTemplatesNames=IcarusArmor
    Alternatively for LWotC use with ModJam+ Refinements which makes ALL the config edits required
Credits and Thanks
Many Thanks to GameBreaker for the umap, intro movie and crew animations
Huge Thanks to consultations with Iridar, Xymanek and MrCloista

As always, much appreciation to the XCOM2 Modders and MEME discords for support!

~ Enjoy !! and please buy me a Cuppa Tea[www.buymeacoffee.com]
Počet komentářů: 243
BA 26. zář. v 0.48 
Just FYI, there's no command to override built room, so when that happend the room is basically bricked.
Limitless 12. zář. v 8.10 
Its' cool. Thank you for your awesome work brother.
RustyDios  [autor] 12. zář. v 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 12. zář. v 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. zář. v 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  [autor] 9. zář. v 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 8. zář. v 22.57 
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  [autor] 8. zář. v 22.54 
With a lot of code ...
huntersorce20 8. zář. v 22.45 
If I wanted to have other buildings use a combination of engineers and scientists like this one does, how would I do that?
Povuh 29. čvc. v 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. :)