![]() Thus, all the rooms you want to keep lower are the rooms you start out with, so you want to shaft down a couple levels when you’re starting out, then backfill the top floors with more advanced rooms later.And you don’t want these in the way of an invading raider team because pregnant dwellers flee here to hide. You also want to leave space to expand because, duh, you can’t max out dwellers without them. You want living rooms broken up so that there’s a nearby occupied room to help fight emergencies. You won’t have dwellers hanging out here unless you’re mating and having babies, so it will be empty space asking to catch on fire or breed radroaches later. But rooms ideal for acting as pseudo-guard rooms, like the training rooms, aren’t unlocked until later. That means you should avoid placing production rooms at the top since this will disrupt resources. Thus, you want your most prepared fighters up front. Raiders attack from the vault door and proceed down through the vaults until they are stopped.They aren’t just “set and forget.” Later you do get a bot which helps with automatic collection, but only a couple of these which service one floor each. Primary production rooms (power, food, water) need to be tapped to harvest their resources.There’s a few frustrating aspects of the Fallout Shelter room plan which you will have to play around: Barbershop – A place to customize your dwellers’ appearance.Theme workshop – A place to customize your vault’s rooms’ appearance.You start unlocking training rooms at 24 dwellers and unlock the final one at 45 dwellers.Ĭrafting and customization – Nice stuff to have, but not essential to start. Training rooms – Rooms for your dwellers to work out so they increase stats. Also ambiently increases your dwellers’ happiness slightly. Radio studio – Dwellers working here attempt to entice passing survivors into joining your vault, unlocked at 20 dwellers.Science lab – Produces RadAway packs for radiation treatment, unlocked at 16 dwellers.Medbay – Produces Stimpacks for health maintenance, unlocked at 14 dwellers.Nuka-Cola bottling plant – Supplies both food and water needs in one room, unlocked at 100 dwellers.Start with the former, unlock the latter at 80 dwellers. Water treatment plant / Water purification plant – Creates and stores potable water.Start with the former, unlock the latter at 70 dwellers. Diner / Garden – Produces and stores food.Start with the former, unlock the latter at 60 dwellers. Power generator / Nuclear reactor – Makes and stores power.Note that power, water, and food can only be capped at your max facility’s storage limit, so building an extra square or two of these can increase your storage capacity, preventing service disruptions. Production rooms – Necessary resources for the vault’s survival. Storage room – Just increases your inventory.Living room – The amount of living room space you have determines your maximum dweller capacity, even though dwellers will rarely spend time here.Overseer’s office – An unoccupied room which serves as your mission control room for quests.You will want two elevator shafts eventually as your vault builds up, to provide maximum mobility. Elevator – Chained together to make elevator shafts.Staff your two most butch fighters with their best weapons here to guard against invading raiders. Vault door – You get exactly one, always on the top floor at ground level.Utility rooms – Required for vault function. Rooms can be categorized by function, thusly: Most rooms can be expanded to 3 sections wide and later upgraded. Be careful not to overbuild, because rooms left empty tend to attract disasters. Over time you will need a good balance of rooms to provide stable function levels. The rooms are what your vault is made of, so plan them carefully.
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