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. It has been disabled in the recent updates.The rooms are what your vault is made of, so plan them carefully. In version 1.6.1 for PC, players were able to mouse-over silhouettes of dwellers "mating" in the living rooms behind the wall. ![]() Likewise, if an incident causes them to flee, once the incident is over and they return they will once again be able to be picked up. This may be fixed by closing and re-opening the app. Version 1.4 for Android OS (on an ASUS Zenfone 5): Newly impregnated dwellers may emerge from the bedroom impossible to pick up.Pregnancies last for three hours, and it takes three additional hours for the child to become an adult.ĭuring an incident, pregnant dwellers, children, and pets will hide in living rooms until the threat is cleared.įemale dwellers can glitch into a permanent pregnant state suspected to be caused by removing the room they conceived in before giving birth. You must be actively playing for the last step to occur. How long this takes depends on the Charisma stat of the dwellers. They will talk at first, then dance, and eventually rush into the bedroom to make the female dweller pregnant. Male and female dwellers placed together within the living rooms have a chance of making babies and increase your vault population, as long as they are unrelated. When three merged living quarters are fully upgraded, the room is able to have themes applied to it. They increase the number of vault dwellers that can reside in the vault, and also allow the player to breed new dwellers. ![]() The living quarters are available at the start of the game.
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