XCOM 2
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[WOTC] Combined Workshop and Laboratory
   
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4.736 MB
21 May, 2022 @ 9:27am
6 Sep, 2024 @ 11:47am
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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 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]
228 Comments
Soul 18 May @ 9:23am 
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 18 May @ 8:14am 
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  [author] 15 Apr @ 7:25pm 
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 15 Apr @ 5:27pm 
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 10 Apr @ 11:00am 
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 20 Mar @ 6:53am 
:ghsmile:
RustyDios  [author] 20 Mar @ 6:42am 
Should be fine...
hottt3 20 Mar @ 1:50am 
Thanks for the mod! I have a question. I'm going to install "Core Room Slots" mod https://steamproxy.com/sharedfiles/filedetails/?id=1287107824 , will this mod and yours work together?
gitanya 6 Mar @ 11:57am 
Ok, good to know. Thanks for answering and making such tasty mods!
RustyDios  [author] 6 Mar @ 11:54am 
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 %.