XCOM 2
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[WOTC] Expanded ROBOTICS Repair Facility
   
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3.788 MB
14 Jul, 2020 @ 9:19am
18 Jul, 2023 @ 11:58pm
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[WOTC] Expanded ROBOTICS Repair Facility

Description
What is this mod?
This mod is a slice of Mechatronic Warfare (MW). Made with permission from the author .
It takes the engineering/repair slots from MW and lets them be used with other SPARK setups and expands the concept of slot for repair for robotic units.

I made this mainly for myself as I use my own SPARK setup to the one given by MW, and this was one aspect I was missing. I was convinced to share it by MrShadowCX.

The mod will give you 2 unlocked repair bay slots that can only take SPARKs/ROBOTICS in engineering, and you can create up to 4 more by Proving Ground projects, giving a huge total of 6 slots. Each open slot also increases the SPARK repair rate.
A SPARK/ROBOTIC will only receive healing whilst staffed in a slot. If a unit needs healing, is able to be staffed and an open repair slot is available it will silently fill it, in the same way the 'invisible' infirmary fills.
A SPARK/ROBOTIC might not be able to fill a slot if it is on a Covert Action or Infiltration Mission (CI). If it was staffed and then sent on a mission the healing process for that unit pauses.

The expanded repair bay projects should become available in the Proving Ground after:
  • ADVENT MEC autopsy AND one of the below
  • Mechanized Warfare Project OR Narrative Content Complete OR Integrated DLC.

I also added a project to correct the discrepancies in Dead Sparks to SPARK Cores if you have either Mechatronic Warfare or Metal Over Flesh .
This project can be disabled in the config if you wish.

Configuration
Pretty simple XcomStrategyTuning.ini configuration file for cost and number of days to allow unlocking the slots.
Default values (per slot) are;
  • SUPPLIES = 25
  • ALLOYS = 15
  • ELERIUM CRYSTALS= 5
  • #DAYS = 6
The 1st and 2nd slots are free and available from the start, the 3rd and 4th extra slots will cost this much and the 5th and 6th extra slots will cost double this.

Has options in the XComGame.ini for the total number of slots to add and how many are unlocked automagically by the Mechanised Warfare project tech.
Default values are 2 slots at start then, upto 4 slots all requiring sequential Proving Ground projects. A new project will unlock once the previous one is complete.

Any mod can add their own 'spark/robotic' classes to the slots by placing the following into an XComGame.ini;
[WOTC_MoreEngineeringRepairSlots.X2StrategyElement_StaffSlotsMW_Rusty] ;added here are extra character templates that can go into the spark staff slots for healing +ExtraSparkSoldierTemplatesForSlot="xxTEMPLATE_NAMExx"

Compatibility
I usually play my campaigns non-integrated and without story missions, and this was also the campaign setup for testing.
I'm not sure how this will work with integrated dlc or narrative content, but it should be fine :)

The main slot code was from Mechatronic Warfare , however reports suggest these do not crash when used together (prior to v2).

You should also be able to place other robotics units into the slots from Kirukas Buildable Units , Buildable Geth Primes and EWR Squadmates . This list is extendable in the config files and based on the Character Template.

Implements No Drop Down Lists for the added slots and has a new colour status for units 'Being Repaired'.

Overrides Increase Combat Intelligence for Everyone and Robots On Covert Actions .
No negative consequences from having them but my overrides allow wounded SPARKs to go on Covert Ops and includes the functionality of both these mods for all units.
Code taken by permission from RealityMachina's mod.

Has a Mod Class Override for XComGameState_HeadquartersProjectHealSpark, so the healing rate can be dependant on number of open slots.

Should also now work with SPARK Custom Class Support by -bg- , this is untested by me, I can't see any issues. (YES, this version works in WOTC and is the better choice imo)
That mod has issue's in WOTC with wounded SPARKs being unable to change equipment on the Squad Select Screen, it always reset to the default class loadout.

Should also now work with SPARK Custom Class Support by Zevvion , this is untested by me, Additional Spark Classes might only be able to use Engineering Bay 1 and 2
That mod has issue's in WOTC with being unable to purchase higher tier SPARK equipment, and outdated code for post-selection loadouts.

Works fine with WOTC Custom SPARK Classes Redux and is a requirement of that mod.

Should have no issues with Starting Spark

Conflicts with [WotC] RW Realistic Non Instantaneous Constructions as that mod heavily adjusts engineering. The item/weapon production gets halted and the extra spark slots obstruct the staff slots for Engineers.

Known Issues
The small facility slot indicators are sometimes hard to click on because they get 'hidden behind' the Event Queue interface, not much I can do about this ...

Controller users may only be able to access Bay 1, this is due to controller navigation issues present in Engineering itself.. and I don't want to override ALL (!) of Engineering to fix it (it would create a mod-compatibility nightmare!), sorry ... at least the slots fill up auto-magically..

No other known issues, should work in LWotC, RPGO and CI. Mid-campaign strategy save.
Not for vanilla ...

Credits and Thanks
HUGE thanks to NotSoLoneWolf for letting me port some of this stuff out of MW
By extension from the above, RealityMachina for the Staff Slot code and Covert Action code
Many thanks to LeaderEnemyBoss and Kdm2k6 for the NoDropDown code I based mine on.
MrShadowCX for convincing me to share this mod
NelVlesis for the shiny new proving ground images
Aks & Cryxalus for the Russian translation
Korean translation provided by Kei, thankyou!

Screenshots may involve other mods (SPARK Cosmetics, Extended Personnel Info, Detailed Soldier Lists, various spark buff mods, SPARK Arsenal, 400+ other mods I use... ... )

~ Enjoy !! and please buy me a Cuppa Tea[www.buymeacoffee.com]
Popular Discussions View All (1)
1
30 Jan @ 7:08am
Simplified Chinese Localization 简体中文
Tommy
54 Comments
Altar 19 Jul, 2023 @ 11:13am 
I had the same bug as IDW, and it is fixed with the last update. Thank you !
IDW 14 Jul, 2023 @ 7:08am 
i delete the mod and reinstall it,now it work again
RustyDios  [author] 6 Jul, 2023 @ 12:52pm 
Your SPARK is in a limbo state somehow. Try taking it out on a mission to force it to update
IDW 6 Jul, 2023 @ 12:41pm 
i can't see my fix time too,is shows '----',can't be repair
Stukov81-T.TV 26 Mar, 2023 @ 10:50am 
try not to get units killed that are in the repair slots :)
MaCC165 20 Mar, 2023 @ 7:15am 
allright, np, thx for the answers
RustyDios  [author] 20 Mar, 2023 @ 6:31am 
Then.. I'm sorry to say I have no idea, as I don't use SHIVs :( But they should be no different from Sparks in this context and if they are injured then they should auto-fill into the repair bay.

It's obviously been many many months since I worked on this mod, but iirc I did test everything was working, including for the optional extras like SHIVs.

I'm sorry I can't be of any more help :(
MaCC165 20 Mar, 2023 @ 5:44am 
they are, the one from alpha, character template is shiv_m1/m2, like in your ini and the shivs ini has it aswell(+ExtraSparkSoldierTemplatesForSlot="SHIV_M1")
RustyDios  [author] 20 Mar, 2023 @ 5:41am 
Not sure they are set up for it.. what mod are using to add Shivs ?
MaCC165 20 Mar, 2023 @ 5:25am 
so i disabled all mod and deleted config, expect expanded repairbay and still cant put shivs in a repairslot