XCOM 2
Laboratory Reworked (Not compatible with WotC)
31 Comments
LuceVentress  [author] 17 Aug, 2018 @ 12:19pm 
Never
Sir Luis 16 Aug, 2018 @ 8:25pm 
when the wotc compatible verison coming out?
Nasarog 29 Aug, 2017 @ 2:02pm 
Gotcha. Thanks for your hard work in the past. You and other modders like yourself rock! You really made XCOM2 a great game.

Thank you!!!
LuceVentress  [author] 29 Aug, 2017 @ 1:33pm 
Nope
Nasarog 29 Aug, 2017 @ 12:20pm 
Willl this be updated for War of the Chosen?
DERPKING1991 22 Jan, 2017 @ 7:31pm 
you guys dont need this as its already in LW2
LuceVentress  [author] 22 Jan, 2017 @ 2:27am 
No idea. Haven't touch this since release. Won't work on it now, because the modding language is shit and just took up a lot of space on HDD.
PRPE7UAL 20 Jan, 2017 @ 2:49pm 
Is it compatible with LW2?
Autonomous_Ace 14 Oct, 2016 @ 10:18am 
I seem to have the missing slots issue, although you say that you've fixed it. Anyone have any ideas?
Alextfish 23 Apr, 2016 @ 4:27pm 
Is there a way to allow the Avenger to contain more than one Laboratory? And similarly Workshop and Psi Lab. Often I'd love to be able to double up one or other of those. I surely can't be alone, but I've not found such a mod, so maybe it's not possible?
Nasarog 10 Apr, 2016 @ 9:16am 
I'm about to try this on my upcoming playthrough.
LuceVentress  [author] 27 Feb, 2016 @ 10:24am 
Good news everyone, the issue with missing upgrades should be fixed now.
Report any problems here. Thank you.
Invizigoth 26 Feb, 2016 @ 4:23pm 
Very Nice! Thank you!
New suggestion: if possible, is it doable to create later on, a simple mod that allows AWC facility to train rookies pretty much the same way the 'guerrilha tactical school' facility already does.
Some players don't like AWC just resetting and re-training skills soldiers already have. :ccknight:
CptCancer 26 Feb, 2016 @ 11:26am 
Nope, this is the only one affecting research.
123 26 Feb, 2016 @ 10:12am 
I don't understand. Why would I ever build a Laboratory in the first place, it is next to useless. This mod wants to give it more upgrade slots? This makes no sense to me.
iAmAPumpkin 26 Feb, 2016 @ 12:35am 
Awesome. Now to add some other options for Scientists... maybe there could be different kinds of slots (speed up research time, speed up Proving Grounds projects, decrease alloys required, focused research [halve speed of a random project after 20 days in this slot], etc.)? Just in case you want some ideas. :]
LuceVentress  [author] 25 Feb, 2016 @ 1:41pm 
@The Dylan Yes I am currently looking into the upgrades dissapearing, but the research time should be unefected, because I never touch it in the code. If it happens during my tests, I will fix it, but it seems that could be a different mod.
Do you have any other mods, that touch the research time?
CptCancer 25 Feb, 2016 @ 11:15am 
All of the upgrades disappeared when I went on a mission, and now every time I go on a mission the research time resets.
LuceVentress  [author] 25 Feb, 2016 @ 8:37am 
@BlueRaja So basically the speed of the project is something like
Time = BaseTime / (ScientistsOutsideLab + ScientistsInLab*LabEfficiency)

And lets say that LabEfficiency = 2 (100% increase), that would mean, that with 4 scientists in lab, we have time/(0 + 4*2) = time/8.

That would mean, that every scientist decreases the time by 12.5%. If we look at the screenshot it says 14%, 13%, 11% and 10%.

(14+13+11+10)/4 = 12, so we can say that the game doesn't show decimals, and it's around 12.5%

Ok so the only way to power up the lab is to increase the lab efficiency. The problem is that if it is 2, then it probably just adds a second scientist (time/all_sci + sci_in_lab), and I don't know if I can add a 0.3 of a scientist, so the only way to increase would be to double the power of lab (time/all_sci + sci_in_lab*2).

Well I can definitely look into it, but I think that adding basically 12 scientists for the price of 4 is a little too much.
BlueRaja 25 Feb, 2016 @ 8:23am 
@Spades: Right, that still makes sense. The lab increases a single scientist's efficiency by a fixed percentage (100%), so the percentage of the overall team that increase represents gets smaller as the-size gets larger.
voice of enigma 25 Feb, 2016 @ 5:19am 
I built a new laboratory after installation modification
LuceVentress  [author] 25 Feb, 2016 @ 5:03am 
@BlueRaja Yes, that's how it works for scientists without a lab, but how does it work with scientists in the lab? Because the more scientists OUTSIDE the lab you have, the smaller the percentage on the scientists in the lab.

@voice_of_enigma I'll take a look at that. Did you already have the laboratory upgraded before installing this mod?
BlueRaja 24 Feb, 2016 @ 8:01pm 
But a "flat percentage" would not be flat, it's exponential. The game currently increases the research-speed by the same amount for every scientist, which means each scientist increases by a decreased percentage.
voice of enigma 24 Feb, 2016 @ 5:19pm 
после миссии улучшения лаборатории исчезли, теперь там максимум 1 ученый и никак нельзя назначить больше. и улучшения нельзя построить заново потому что они уже построены.
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after the mission to improve the lab disappeared, and now there is a maximum of 1 scientist and does not assign any more. and improvements can not be rebuilt because they had already built.
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=631980662
LuceVentress  [author] 24 Feb, 2016 @ 3:04pm 
LuceVentress  [author] 24 Feb, 2016 @ 1:25pm 
@andbruu
Yeah that works with basic scientists, but if you add scientists to the lab (take my 4 for example), you get the basic time/scientists + aditional +14/13/11/10% spee per scientist in lab, but when you add aditional scientists NOT in the lab, the percentage in the lab decreases. It seems, that it just takes the scientist in the lab as *2, but I would like instead, that the scientist i8n the lab would be a calculation of their own FE (time/scientists)/scientists, but that could be a litle overpowered.
xxx_420_Bad_Boy [Wizard_Cum] 24 Feb, 2016 @ 12:05pm 
@andbruu I believe the way this works is that each additional scientists decreases research time by a set amount regardless of whether you have built laboratories, and laboratory work slots provide an ADDITIONAL bonus beyond that.
gerryellis39 24 Feb, 2016 @ 11:32am 
Spades>> C:\Program Files (x86)\Steam\SteamApps\common\XCOM 2\XComGame\Config in the Defaultgamedata.ini file.... but I'm not sure about how the changes will affect the hours.... its not very intuitive to me, in other words, I dont know what to change the numbers to, in order to shorten the time it takes to research.... I did change, however the time it takes to train a guy in the PSI lab, however, down to 1 day. :) hope this helps
andbruu 24 Feb, 2016 @ 10:54am 
Hi. Currently the lab is underpowered, so giving it a boost is a great idear. Just want to point out that scientists does in fact NOT grant decreasing benefits. Say you have a tech that takes a 100 hours to complete with one scientist. Having a second would then make that 50 hours and a third 33,33 hours, and a fourth 25 hours. So it takes [base time]/[scientists] to complete a researsh, but the effect, if looked upon one scientist at a time seems to be a decreasing percentages, but they do all add the same. Sorry if im not good at explaining it.
Perhaps you would consider increasing research time when using this mod, so that you will be hard pressed NOT to build a lab?
Rost Kurt 24 Feb, 2016 @ 10:41am 
make more slots for sceincist? 6 or 8 ):vahlen:
LuceVentress  [author] 24 Feb, 2016 @ 9:44am 
If anyone knows in which file is the research speed increase stored, that would be helpfull :)