XCOM 2
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[WOTC] Combined Workshop and Laboratory
   
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4.736 MB
21 May, 2022 @ 9:27am
14 Feb @ 6:52am
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[WOTC] Combined Workshop and Laboratory

Description
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 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]
Popular Discussions View All (1)
0
5 Aug @ 10:23am
Локализация Localization Rus
KuMunRen
179 Comments
RustyDios  [author] 30 Jul @ 3:33am 
So I've checked the code and the "gremlins staffed" message will show for if there are gremlins OR a project left to complete. Its just the "can't remove facility" message.

I have no idea why the projects won't complete though, and the only thing I can think of is it's a bad project in some way. I will try to code up a way to Force-complete/remove a stuck project but this will take a little time as I need to try and recreate this condition first to find out how it happens.
H3LB4 29 Jul @ 10:54pm 
I'm experiencing the same issue as KAcidi. The research progress has stopped at 0 days and won't advance. I cannot delete this project, and despite not having the Gremlin operational, I also cannot destroy the facility itself, which has completely halted my progress. I've skipped around 120 days, but I still can't make any progress at all.
Skarsatai 2.0 23 Jul @ 11:16pm 
Many thanks in pointing me into the right direction. As stated your Work IS great.
RustyDios  [author] 23 Jul @ 6:46pm 
Not possible from this mod, it has zero interaction with weapons/inventory. ?!?

What it sounds like you are experiencing is the "same item in inventory slots" bug... most commonly run into by using one of Musashi's older mods (like RPGO, Primary Secondaries, Dual Wield Pistols or Jedi) without also using Iridars 'Musashi Mod Fixes' mod ... in short the problem is caused by a mod incorrectly handling the Highlander hook for "CanAddItemToInventory" without first ensuring the slot is empty ..
Skarsatai 2.0 23 Jul @ 6:34pm 
I found a Glitch with res &dev. Before building it there IS No Problem with the main slot weapon to choose. After starting to build res&dev there comes a Main slot Error with cycling weapons to choose. This means you choose a weapon and you get nothing. The next selection of a weapon you get the first one you choosed before . And in tactical this soldier shows multiple fire , reload, and overwatch Icons. It must be an Armour or weapon template which comes with res&dev. When I build only the Workshop all is well. I am sure the Mod works fine it must be an unknown sideffect with possible other mods
KAcidi 13 Jul @ 7:02am 
I cant remove facility, it says that there is Gremlins working in another facility, but i remove everyone of thet. Also my reseach stucked on "0 days".
Butifarro 29 May @ 3:31pm 
Nah mate it is cool, I thought i t would be faster if you could do it on your side, but i guess it was just easier to do like you propose and include it in another mod like the modjam refinements...
auto-magically as in:
[xxxstring.of.stuff i-have-no-idea-about]
+"x string of stuff"
-"x string of stuff"
The refinement mod already modifies some strings of this mod, so I'll poke around to modify it further, or break it even further (proly the later).
Thanks again!
RustyDios  [author] 29 May @ 5:46am 
"" Is there a way you could add a config so it removes the lines automatically if it finds LWotC installed? ""

Auto-magically? not without a complete rewrite of how the script currently functions, which I just don't have the time to invest in. If you use Illogical's ModJam+ Refinements it does the config changes for LWotC for you (as well as adding more balance for other LWotC projects, etc)

I'd make the effort to do it if I personally used LWotC but I don't.
I much prefer using a setup based around Covert Infiltration instead.

As the default configs work for base game and CI, but not LW, it's LW that is the outlier (like it is on soooo many other things and frankly it's getting really annoying as a mod maker to tiptoe and change entire mods backend sections to accommodate LW when there are frankly 'better' options that exist imo)
Butifarro 28 May @ 8:49pm 
Man that was infuriating, the first play-through was ridden with bugs and mis-configurations, but this one was the one that refused to go away...
B O N K !! was the one who pointed me in the right direction. thanks for that.

Is there a way you could add a config so it removes the lines automatically if it finds LWotC installed?
And thank you for all of your mods, they instill new life to the game!
RustyDios  [author] 28 May @ 2:39pm 
Added to the Known Issues section :)