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Modding => Released Mods => Topic started by: Dioxine on August 15, 2014, 11:30:42 pm

Title: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)
Post by: Dioxine on August 15, 2014, 11:30:42 pm
This standalone mod adds 3 things:

1. Living Quarters now contain showers & toilets (new tilesets made from Tentacular's resources);
2. New facility - Large Living Quarters. It takes 2x2 tiles but is more space-effective.
3. New facility - Large Storage Facility. It takes 2x2 tiles but is more space-effective.

!Warning! Might not be compatible with other mods that add extra tilesets to the base.
Title: Re: [FACILITY] Improved Living Quarters - Now With Pictures
Post by: niculinux on August 16, 2014, 05:23:39 pm
TOP NOTCH

 8)
Title: Re: [FACILITY] Improved Living Quarters - Now With Pictures
Post by: Falko on August 16, 2014, 06:03:17 pm
could you make a big workshop?
with this ruleset
Code: [Select]
facilities:
  - type: STR_WORKSHOP_BIG
    workshops: 400
manufacture:
  - name: STR_AVENGER
    space: 436
you need a big workshop to make a craft (or you need at least 9 small workshops)

making the big workshop as expensive as 10-15 small workshops should discourage the use as a "always better" replacement for the small workshops 
making your own crafts should be more of an economic challenge
Title: Re: [FACILITY] Improved Living Quarters - Now With Pictures
Post by: Arthanor on August 16, 2014, 06:11:02 pm
But... you already need a hangar to assemble the craft in, + a bunch of space in the workshop (for working on large parts I guess?), isn't that enough space already?
Title: Re: [FACILITY] Improved Living Quarters - Now With Pictures
Post by: Falko on August 16, 2014, 06:24:21 pm
you know xcom builds a completely new craft thats capable of flying through space!
if i compare the "space: 30" requiremnt for the hovertank with an avenger-type craft there is a gap
even with "magic" alien thingies

there was a discussion where the idea was making avenger a normal craft and creating the need to push a lot of resources into building a single-use mars attack spacecraft  (fast, low detection chance, big enough for a xcom group big enough to attack uncharted territory, slow and useless in earth atmosphere)
having such workshop for this would fit that story
Title: Re: [FACILITY] Improved Living Quarters - Now With Pictures
Post by: Dioxine on August 16, 2014, 07:00:34 pm
Good idea with the Avenger, Falko! And yes, I could make a big workshop pretty easily... If I had the time.

However I'd rathe leave the Avenger as it is (except for vastly increased economic challenge, like you said) and add some less-OP craft as the "ultimate non-Cydonia craft"

However #2, to make your idea work we'd need something like 3x3 workshop with 1500 or so capacity, and make Avenger require 800-1000 space, else you could easily meet the space requisites for the Avenger with a block of 9 normal workshops.

9+12 (3 large quarters)+3 stores+4 (hangar)+lift = 29 tiles out of 36, pretty much a whole base dedicated to the space program
Title: Re: [FACILITY] Improved Living Quarters - Now With Pictures
Post by: Arthanor on August 17, 2014, 01:29:03 am
you know xcom builds a completely new craft thats capable of flying through space!
if i compare the "space: 30" requiremnt for the hovertank with an avenger-type craft there is a gap
even with "magic" alien thingies

there was a discussion where the idea was making avenger a normal craft and creating the need to push a lot of resources into building a single-use mars attack spacecraft  (fast, low detection chance, big enough for a xcom group big enough to attack uncharted territory, slow and useless in earth atmosphere)
having such workshop for this would fit that story
But.. A new craft requires a whole hangar to be assembled in, plus the workshop space. That means making craft pieces requires as much space as a HWP..

I like the idea of a Mars strike craft though, bigger, requires lots of navigation/power sources to make, useless in the atmosphere but carries more since it is going for a planet.
Title: Re: [FACILITY] Improved Living Quarters - Now With Pictures
Post by: Aldorn on August 17, 2014, 02:43:30 am
Nice job Dioxine  :)
Title: Re: [FACILITY] Improved Living Quarters - Now With Pictures
Post by: Sturm on August 18, 2014, 12:11:40 am
But.. A new craft requires a whole hangar to be assembled in, plus the workshop space. That means making craft pieces requires as much space as a HWP..

I like the idea of a Mars strike craft though, bigger, requires lots of navigation/power sources to make, useless in the atmosphere but carries more since it is going for a planet.
The Mars strike craft could be much larger than an avenger but carry a similar amount of troops - due to the need to carry sufficient amount of breathable air and supplies to get to Mars just like UFOs aren't filled with aliens like sardine cans.
Getting a Skyranger cargo to Mars would probably require a Terror Ship-sized X-Com Craft and an Avenger cargo a Battleship-sized one.
Title: Re: [FACILITY] Improved Living Quarters - Now With Pictures
Post by: Dioxine on August 18, 2014, 12:52:15 am
I agree with the Mars Attack craft... should contain creature comforts, bridge et al, but be not very good to use on Earth.

Meanwhile, I've made sort of template for drawing new 2x2 facilities, with spaces for all 8 potential doors left. Little gray pixels mark cutoff points.
Title: Re: [FACILITY] Improved Living Quarters - Now With Pictures
Post by: arrakis69ct on August 18, 2014, 01:17:16 am
And a big living alien facility. A big laboratory a big general store. Etc...
Title: Re: [FACILITY] Improved Living Quarters - Now With Pictures
Post by: Solarius Scorch on August 18, 2014, 01:23:31 am
And a big living alien facility. A big laboratory a big general store. Etc...

Especially the general store! :)
Title: Re: [FACILITY] Improved Living Quarters - Now With Pictures
Post by: arrakis69ct on August 18, 2014, 01:25:16 am
Yeah. And more difficult to game. The elerium store. Necesary to store elerium more hard the game. But its a idea XD
Title: Re: [FACILITY] Improved Living Quarters - Now With Pictures
Post by: smexyvami on August 22, 2014, 01:37:00 pm
Especially the general store! :)

yes please big stores and posablt 2x1 labs and workshops ?
Title: Re: [FACILITY] Improved Living Quarters - Now With Pictures
Post by: Dr_Rad on August 24, 2014, 02:59:52 pm
Perfect.

I had the same idea. I was missing the showers & toilets too.

This version would fit the "human recources mod" I plan. Living quarters should contain ca. 14 beds here.
Title: Re: [FACILITY] Improved Living Quarters - Now With Pictures
Post by: Dioxine on August 24, 2014, 04:00:26 pm
2x1 is not possible; it has to be square. But there is no upper limit (even 5x5 should work). And yeah I'm planning on expanding this small mod when I have the time, first 2x2 stores, then "Falko Space Program" 3x3 workshop, and we'll see what's more :)

Bed numbers: my small quarters have 18 beds, big quarters have 84. It's below the intended capacity (25 and 125 respectively) but not outrageously so :) I still want to create "radar base living quarters" for 10-15 people as you don't usually want to garrison more people there; it'd probably have some storage space too.
Title: Re: [FACILITY] Improved Living Quarters - Now With Pictures
Post by: smexyvami on August 24, 2014, 05:25:09 pm
2x1 is not possible; it has to be square. But there is no upper limit (even 5x5 should work). And yeah I'm planning on expanding this small mod when I have the time, first 2x2 stores, then "Falko Space Program" 3x3 workshop, and we'll see what's more :)

Bed numbers: my small quarters have 18 beds, big quarters have 84. It's below the intended capacity (25 and 125 respectively) but not outrageously so :) I still want to create "radar base living quarters" for 10-15 people as you don't usually want to garrison more people there; it'd probably have some storage space too.

 aww one can dream i gess of the 1x2 T_T i wanted work shops and labs that size but ohh well
Title: Re: [FACILITY] Improved Living Quarters - Now With Pictures
Post by: Solarius Scorch on August 24, 2014, 06:02:29 pm
aww one can dream i gess of the 1x2 T_T i wanted work shops and labs that size but ohh well

You'd have to deal with rotating the facility, that'd be a pain in the ass...

But if we ever get the two-layer bases (which will be necessary if we have many more facilities), then it could have 2 storeys!
Title: Re: [FACILITY] Improved Living Quarters - Now With Pictures
Post by: Vulgar Monkey on August 24, 2014, 11:43:58 pm
Sorry....two-layer bases?

I didnt realise that was even up for discussion!
Well that's something to look forward to.....I was wondering how we'd actually find the space for these things.
Title: Re: [FACILITY] Improved Living Quarters - Now With Pictures
Post by: Solarius Scorch on August 24, 2014, 11:49:27 pm
Sorry....two-layer bases?

I didnt realise that was even up for discussion!
Well that's something to look forward to.....I was wondering how we'd actually find the space for these things.

Yeah, there was such an idea floating around; you would get two layers of base layout, and therefore four levels in battlescape. I must say I find it much more elegant than making the base larger.
Title: Re: [FACILITY] Improved Living Quarters - Now With Pictures
Post by: guille1434 on August 25, 2014, 02:37:19 am
Well, after reading this, and some other thread wich dealt with bigger bases, I have some ideas I would like to share here:

1) Bigger bases (not "infinite" ones!): may be some day could be coded the posibility to add a special facilty called, for example "large base life support", which would have expensive cost and mainteinance... The effect of this facility would be that when you build it, you are allowed to make your standard 6x6 base larger, say 8x8 or may be 10x10 o may be a moddble new base size... So, you can have a large or very large base, but you will have to pay a lot for it (again, this building and fixed monthly costos should be moddable)

2) Two level bases... I don't know... wouldn't it  be cumbersome to show such a base in the base managing screen? May be making an "upper level - lower level" button just like the one in the battlescape? I think it would be easier just to have the possibility to scroll around a bigger map base on that screen.

3) For the two level bases, I assume hangars will be only be able to be built on the upper level (or being a double height facility, taking 8 squares (four lower, four upper) to allow  the alien raiders to easily get to the lower level of the base. The same will be true for the main elevator shaft, one square area, two squares deep. Will aliens directed by the AI ever invade the lower base level?

4) The "space program base" is an excellent idea... To win the war you will not be able just to launch any ship from any base... but a special spaceship from a special base... Pray for the aliens not to find that base before you can equip and laouch your final assault!

PS: I would love to see what is explained in points 1 and 4 included in the game, or, at least, some similar thing!  8)
Title: Re: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)
Post by: Dioxine on September 02, 2014, 11:38:08 pm
The mod has been expanded by a new facility: Large Storage Facility. See 1st post for DL.
Title: Re: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)
Post by: arrakis69ct on September 03, 2014, 01:58:01 am
And the storage is?????

Enviado desde mi LG-D802 mediante Tapatalk

Title: Re: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)
Post by: BlackLibrary on September 03, 2014, 05:26:35 am
Feedback:
First off, I'm loving this mod.  Absolutely mandatory for ever, as far as I am concerned.  There are a few things that could be mentioned for likes and for improvements:

1.  I like the spread out.  I've done quite a few base defenses where this is practically the choking point.  Its nice to see real cohesion in the layout with real practical feel to it. 
2.  Too many "private" areas.  XCOM base should feel lived in, tight, yet organized.  No private bathrooms.
3.  Instead of base equipment laying all over the upstairs where the soldiers sleep (literally) can the half dozen practical spaces be utilized for that equipment.  There is the locker space and a conference room.  Is it possible at all for equipment to be scattered there instead of the sleeping area, even if its on the first floor?
4.  Banks of terminals is meh.  I'd prefer to see one centralized large computer or a tactical prep area.  Even a food area, vending area, storage bin looking area,  or even an officer's lounge would be more preferred.
5.  The number of personnel is way too high.  I won't begin by psychobabbling make beleive, but its just too many people for that one space.  Yes, it does provide the equivalent of 4 living spaces = 200 ppl, but you get sooo much more than just spare beds.  I'd say 150 personnel support, 200 max. 

Overall...it is very top notch and a fixture for OXCOM.  But you know that, for sure.  :)
Title: Re: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)
Post by: Dioxine on September 03, 2014, 06:59:38 pm
Thanks for the kind words, nothing like a job well done :)

2. This is fully intentional. I can't see the top brass and leading scientists mingling in the showers with the rookies, or sleeping in the common rooms. The rank has its privileges.
3. This is beyond my control; the OXCom engine scatters the stuff according to some arcane formulas across all facilities with Storage capacity. I say this is good enough for me.
4. Hey the Pedia says that LQ provide basic entertainment, that what's the computers are for. Your ideas are good but would require adding more tilesets (a lot of work), which I am unwilling to do atm.
5. I agree but the mod is supposed to be unobtrusive. To play-as-intended, cut the costs and personel capacity of both large and normal Living Quarters by half (=personnel takes more space than vanilla). Or cut the personnel of large LQ to 150 and cut its costs in half (= normal LQ compact & fast to build, but much more expensive per person).
Title: Re: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)
Post by: smexyvami on September 04, 2014, 12:19:35 am
where do the hwp spawn :P hope not upstairs
Title: Re: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)
Post by: Dioxine on September 04, 2014, 12:26:01 am
Worry not, the large stores have 2-tiles wide stairs&doors :) (Yes they can spawn upstairs. Rarely).
Title: Re: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)
Post by: arrakis69ct on September 05, 2014, 02:01:31 am
A question in normal conditions how stations add space storage??

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Title: Re: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)
Post by: pkrcel on September 05, 2014, 05:26:37 pm
I was trying my hand at a simple starting base with one of each of your wonderful creations.....I'm playing with KingMobs's Equal Terms and basically I can't stuff sh*t for 10 sodliers....but your facilities are HUGE, I end up with 225 space and 300 storage!

Unfortunately that's excessive for a starting base (it's almst cheating  :-[ ).


Anyway top notch, these are great and are a sure addition to my modbase.

Title: Re: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)
Post by: arrakis69ct on September 05, 2014, 06:14:52 pm
Cheating says...... In 20 ufos talk to me XD

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Title: Re: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)
Post by: arrakis69ct on September 06, 2014, 12:00:49 pm
Ok. My problem of difference numbers of storage. The hangars give 25 space to storage thx....

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Title: Re: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)
Post by: new_civilian on October 04, 2014, 02:38:58 pm
Thank you so much for this mod! My only problem with it are the rather hefty price tags, otherwise it's really wonderful. I especially like all the small graphic details like the sinks and showers etc. Really cool! :)
Title: Re: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)
Post by: fejkr on October 27, 2014, 10:00:22 pm
Hello, the mod is very good, but unfortunately after the upload when I want to build a Large Living Quarters or Large Storage Facility as always, the game stops working and exits. Could someone please advise how to fix this problem? I use version 1.0 openxcom. Mission to defend the base function normally. Another mode of regulating the base do not have. Thank behind any answers :)
Title: Re: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)
Post by: Solarius Scorch on October 27, 2014, 10:04:31 pm
Hello, the mod is very good, but unfortunately after the upload when I want to build a Large Living Quarters or Large Storage Facility as always, the game stops working and exits. Could someone please advise how to fix this problem? I use version 1.0 openxcom. Mission to defend the base function normally. Another mode of regulating the base do not have. Thank behind any answers :)

Can't be sure, but I'd be sceptical about running most mods on version 1.0, except really old ones. It's just really outdated in terms of functionality.
Title: Re: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)
Post by: fejkr on October 27, 2014, 10:25:41 pm
Can't be sure, but I'd be sceptical about running most mods on version 1.0, except really old ones. It's just really outdated in terms of functionality.

So I used the update openxcom_git_master_2014_10_27_2040.zip update - 19:43 27/10/2014 And bug has been fixed. Now I can finally build normally without crashing. So very much thank you!  ;D
Title: Re: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)
Post by: TaxxiDriver on November 07, 2014, 02:46:26 pm
It's a great mod! I'm enjoying a lot from this  :) Perhaps large workshops and labs would be also great.
Title: Re: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)
Post by: new_civilian on November 07, 2014, 04:14:48 pm
It's a great mod! I'm enjoying a lot from this  :) Perhaps large workshops and labs would be also great.

Those can be found in the XenoOps mod fwiw  :)

along with a large psi-lab, a corridor and security station and mega hperwave and radar...  :)
Title: Re: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)
Post by: xracer on November 07, 2014, 04:44:45 pm
It's a great mod! I'm enjoying a lot from this  :) Perhaps large workshops and labs would be also great.

Those will be great!!

One thing it always bug me, was that there are no hallways in other levels, if some one could do maps that add hallways in other levels not in every facility but in a few, for example the hangar, to allow soldier to snipe aliens :) or vice versa to allow aliens another entry point to the base!!! more defense options, more strategy required.

of course i do not know if it is possible or not. but strategically it will be a great addition bases with multiple levels. :)

I can already picture it!!!!!
Title: Re: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)
Post by: TaxxiDriver on November 08, 2014, 03:33:30 pm
Those can be found in the XenoOps mod fwiw  :)

along with a large psi-lab, a corridor and security station and mega hperwave and radar...  :)

Damn, really? I should have known that earlier...
Title: Re: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)
Post by: kharille on November 09, 2014, 05:02:43 am
haven't had a close up look but a great idea.  so theres offices for the officers right?  that would be good.  Bad enough they get the same salary as the grunts... 
Title: Re: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)
Post by: KingMob4313 on November 07, 2015, 08:01:50 pm
So, anyone get this to work with the Nightly?
Title: Re: [FACILITY] Improved Living Quarters - Now With Pictures
Post by: The Reaver of Darkness on December 04, 2015, 01:34:28 pm
aww one can dream i gess of the 1x2 T_T i wanted work shops and labs that size but ohh well
You could make 2x2 mixed facilities, for instance a double-size lab and double-size workshop right next to each other as one facility, or a double-size lab with double-size living quarters. I figure it would work but I haven't tried it.
Title: Re: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)
Post by: 7Saturn on May 17, 2016, 01:45:04 pm
So, anyone get this to work with the Nightly?
I just tested it, and nope, it doesn't seem to work, even with all other external mods deactivated. Would be nice, if the mod maintainer made this work again, as it seem to be a very nice addition.
Title: Re: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)
Post by: Blank on May 17, 2016, 07:34:25 pm
Just copy everything from the DATA folder into the base ImprovedLivingQuarters folder. So it should look like mods\ImprovedLivingQuarters\MAPS etc.
Title: Re: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)
Post by: 7Saturn on May 18, 2016, 01:01:41 am
Seems to work like charm, this way. Thanks for the lift!
Title: Re: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)
Post by: The Reaver of Darkness on June 23, 2017, 08:32:46 am
May I use these in my megamod?


I also want to suggest you change the mod to have the living quarters provide space for 250 personnel (5x) rather than only 225 (4.5x). You might be surprised just how much the larger size improves the space efficiency, but I counted some items between your small and large living quarters:
Right off the bat, the large has 42 bunks compared to the small's 8 bunks. That's 5.25x as many bunks. There are 15 storage lockers compared to the small's 3, that's 5x as many lockers. There are 8 cabinets downstairs, compared to only 1 cabinet in the small. If I am counting the computers correctly, there are 14 in the large but only 4 in the small. The small has 3 showers and 2 toilets, while the large has 10 showers, 4 toilets, and a bath. These computer and bath numbers are reasonable for the difference in personnel numbers, considering these items are community-used and will spend a lot of time not being used--so the small one is actually being wasteful with them due to its size.

Even the ground space alone is increased, not counting improvements in how efficiently it is used. The 1x1 facility has effectively 9x9 tiles, 81 per level. The 2x2 facility has 19x19, or 361. That's 4.46x as many tiles.

All of these numbers suggest not only could you house 5x as many people in 4x the space, but you can do it in considerably improved comfort. Rather than pack the people in like sardines, the large facility has a rec room, spacious walkways both upstairs and downstairs, officer's quarters, and it even has downstairs showers which can be used while a large number of personnel are sleeping.


I made an alternate large general stores.
Title: Re: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)
Post by: Dioxine on June 23, 2017, 10:32:50 pm
Yeah you can use whatever you want, that is what modding is about.
As for the numbers, I don't really care, this mod has been discontinued a long time ago. Changing numbers is very easy anyway.
Title: Re: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)
Post by: Hobbes on June 23, 2017, 11:35:09 pm
All of these numbers

are clearly important to you, so you can always change the maps according to them? :)
Title: Re: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)
Post by: The Reaver of Darkness on June 24, 2017, 02:00:43 am
are clearly important to you, so you can always change the maps according to them? :)
Sure, I've got my own numbers I'm using in my mod, I'm just trying to spread a little wisdom is all. Maybe if someone picks up the mod, they will read what I said and update their own copy accordingly.
Title: Re: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)
Post by: Biggieboy on April 17, 2018, 09:54:54 am
Hi!

Can i use your mode? I have upgraded facilities mod (example you can upgrade the living querters 50 to 75), so i wanna to use as 2nd step, 4x1 living querters ugrade to 2x2 big and higher capacity.

And another question:

Can you create 2x4 Hangar with 3 craft capacity? (for upgrade too)

Thank you!
Title: Re: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)
Post by: KingMob4313 on January 17, 2020, 08:22:18 pm
Dioxine, can I post this on the mod.io site?  Will be fully credited to you.
Title: Re: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)
Post by: Dioxine on January 17, 2020, 08:56:42 pm
Dioxine, can I post this on the mod.io site?  Will be fully credited to you.

Of course, I'd be honored. I already stated so earlier: "you can use whatever you want, that is what modding is about.". We cannot succumb to the atmosphere of distrust created by a certain oxc modder.
Title: Re: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)
Post by: KingMob4313 on January 18, 2020, 10:31:19 pm
Dioxine,

Your mod is posted up at Mod.io now by itself.

https://openxcom.mod.io/improved-living-quarters-large-stores

All I added was the metadata.yml
Title: Re: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)
Post by: Fizztron on March 03, 2023, 07:57:39 am
Sure, I've got my own numbers I'm using in my mod, I'm just trying to spread a little wisdom is all. Maybe if someone picks up the mod, they will read what I said and update their own copy accordingly.
Is there a way to mod this out of the Final Mod Pack?

I feel like it changes the design too fundamentally.
Title: Re: [FACILITY] Improved Living Quarters - Now With Pictures
Post by: zee_ra on May 30, 2023, 12:23:22 am
I agree with the Mars Attack craft... should contain creature comforts, bridge et al, but be not very good to use on Earth.

Meanwhile, I've made sort of template for drawing new 2x2 facilities, with spaces for all 8 potential doors left. Little gray pixels mark cutoff points.

If the craft in question is a military attack craft (which Avenger really is), then it needs not large accommodations.  In terms of lore, it might as well have very comfortable grav-seats if the flight takes more than a day (which it does not necessarily need to, given its use of alien propulsion tech).  In general, the military attack crafts are well packed.  A modern military transport airplane or with paratroopers or a helicopter with a squad of troops is an example.
Title: Re: [FACILITY] Improved Living Quarters - Now With Pictures
Post by: zee_ra on May 30, 2023, 12:31:22 am
yes please big stores and posablt 2x1 labs and workshops ?

Lab complex could be 2x2.  The caveat is that the labs are usually built incrementally.
The complex could even be 3x3, and accommodate 200 scientists.  Along with adequate defense and containment facilities, the base would 3 extra cells.

Should HQ be a part of the 3x3 lab complex?  Advanced Intelligence Lab?

Title: Re: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)
Post by: zee_ra on May 30, 2023, 12:34:58 am
Is there a way to mod this out of the Final Mod Pack?

I feel like it changes the design too fundamentally.

What is affected in your case?  Could we discuss some specific scenarios?

It should be possible to override the numbers for the 2x2 facility in a small addon mod of your own, if it's the numbers that affect the design balance primarily for you.

Title: Re: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)
Post by: Fizztron on November 11, 2023, 10:46:17 pm
What is affected in your case?  Could we discuss some specific scenarios?

It should be possible to override the numbers for the 2x2 facility in a small addon mod of your own, if it's the numbers that affect the design balance primarily for you.
It's just the 2x2 big rooms.

I'm only interested in the alternate tilesets for the 1x1 rooms.
Title: Re: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)
Post by: edwarddecker on December 18, 2023, 07:23:47 pm
Excellent job Dioxine. I was impressed very.