Facilities+
Merges 6 of my Facility Expansion mods into one for convenience.
You can disable individual Facility upgrades and change how much power each upgrade uses, upkeep cost, purchase cost, in the mod’s "XComGame.ini" file.
- Laboratory
2 More Upgrades that incease the maximum Staffslot size to 4. - Resistance Communications
2 More Upgrades that incease the maximum Staffslot size to 4.Changes All Staffslots to use Scientists instead of Engineers, can be disabled in the mod’s "XComGame.ini" file.
- Power Relay
2 More Upgrades that incease the maximum Staffslot size to 4.
Only the first Power Conduit upgrade gives power, the other 2 do not give any power unless staffed. - Proving Ground
3 More Upgrades that incease the maximum Staffslot size to 4. - Infirmary
Upgrading the Infirmary adds 1 more "Remove Negative Trait" Soldier slot and 1 Staffslot.Changes All Staffslots to use Scientists instead of Engineers, can be disabled in the mod’s "XComGame.ini" file.
- Psi Lab
Upgrading the Psi Lab with a second cell now also adds 1 more Staffslot.Changes All Staffslots to use Scientists instead of Engineers, can be disabled in the mod’s "XComGame.ini" file.
What does this mean for your current campaign?
Best approach would be to finish that campaign, if you’re using any of those other mods before they get deleted and use this mod for new campaigns.
Switching to this mod from the old mods in an existing campaign?
Your game should still be able to load without those mods, you might need to rebuilt the facilities affected by the old mods for this new mod to take effect.
When will the Old Mods get Deleted?
Probably sometime next year, it’s much easier to maintain them like this.
