[WOTC] Expanded ROBOTICS Repair Facility v3
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.
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;
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.
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 …
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]
Required DLC:
These DLC should be installed in order to use this item.
XCOM 2: Shen's Last Gift
XCOM 2: War of the Chosen
Required items:
Click the title to search on this site.
X2WOTCCommunityHighlander v1.25.0 — Steam Workshop
Revisions:
Old revisions of this mod are available below. Click the link to download.
