![]() Or, take an active role in their personal lives play matchmaker and watch the sparks fly! Build a Radio Room to attract new Dwellers. Turn worthless junk into useful items with Crafting! Customize the look of any dweller in the Barbershop.Ī well-run Vault requires a variety of Dwellers with a mix of skills. Provide them with outfits, weapons, and training to improve their abilities. Find their ideal jobs and watch them flourish. Get to know your Dwellers and lead them to happiness. Build the perfect Vault, keep your Dwellers happy, and protect them from the dangers of the Wasteland.Ĭreate a brighter future…underground! Select from a variety of modern-day rooms to turn an excavation beneath 2,000 feet of bedrock into the very picture of Vault Life. but the rooms without asterisks are vulnerable to molerat attacks, but they are unpopulated anyway so what does it matter? the reason i didnt go with this one is because i just dont like the look of it as much (not as symmetrical), despite it being better tbh.Fallout Shelter puts you in control of a state-of-the-art underground Vault from Vault-Tec. This works similarly in that the rooms with asterisks are protected from incidents spreading to them. i personally use it in conjunction with the gauntlet design, my production rooms are in that configuration. and you can put on the left storage rooms or whatever and they dont have to be populated, you can just leave em empty. if you do as i did and put the training rooms (where you put level 1s) they will be protected from fires spreading. but the rooms a tad to the right wont transfer to each other, instead they transfer to the rooms a tad to the left. Why and how it works is discussed in the comments section here, where i came up with it but the short version is the rooms a tad to the left (ones with an asterisk next to them) in each row will transfer incidents to each other and never transfer an incident to the rooms a tad to the right in each row. though it is abit weird it has some nice properties: To complete the look, deleting the Vault Door elevator is recommended, but not necessary. Dweller mobility is somewhat slower, but how often do you move Dwellers anyway? Also forces Raiders/Deathclaws to travel your rooms from top to bottom. Simply put, this layout looks fantastic and allows for rooms of any size combination. You can also stop incidents immediately by removing all Dwellers from the room. Prevents incidents from spreading from room to room. Similar to the 3-4-1, but allows the Vault to avoid having a single room on every floor at a small cost in movement efficiency. It is also aesthetically pleasing with it’s symmetry, and guarantees that a Dweller is never further than three rooms from an elevator (Note: hyphens indicate elevator placement)Ī really efficient layout to use is having triple rooms on the outside and doubles on the inside. Below are a few different layouts for you to try keep your vault running smoothly. ![]() Starting your vault out on a good foot can make a huge difference in the long run! Since Bethesda gave us a ton of space to use for out vaults, it allows the player to get quite creative with their designs. UPDATE: Layouts changed to reflect our knowledge of game’s mechanics.
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