Fallout Shelter rooms

There are a total of 20 available room types that when built begin at level 1 and can be upgraded with caps to a maximum of level 3. Rooms can also be merged up to two times by placing an identical room of the same tier next to it. Generally, each room can facilitate two dwellers. Merged rooms may be occupied by up to 6 dwellers. Production rooms require a specific S.P.E.C.I.A.L trait to run, while training rooms increase a specific trait of the selected dwellers. Production rooms can also rush production.

Room layout
In the current design of Fallout Shelter, the first floor of your vault can hold five rooms (whether merged or not does not matter) All following floors can hold eight rooms. In addition all floors can hold up to two elevators. Adding more than two elevators per floor will sacrifice space for other rooms.

Room overview
* n = room size

* p = room level

The cost of each new room is dependent on the number of rooms of that type already in your vault. E.g. Your first medbay costs 400 caps, your second medbay costs 500 caps, and so on.

Production rooms
Production rooms periodically yield one resource, except for the Nuka-Cola bottler, which produces both food and water. Production time is dependent on the assigned dwellers' total trait level for the room's required trait. E.g. four dwellers with Strength 5 in a double-generator room are as productive as 2 dwellers with Strength 10 in the same room. Production times are also modified by the room's size, upgrade level, and the working dwellers' happiness. Although it is not visible in their SPECIAL stat bars, wearing outfits that raises traits beyond 10 increases production rates. Once a room has produced a batch of its resource, it will not produce any more until you collect the resource. Depending on the luck of the workers, collecting the resource may also yield a sum of caps.

Approximate time
3 room, 3 level, 6 works, every in level L, will produce in T min:

Rush production
Production rooms can "rush" to produce resources quickly. Depending on the probability given in-game, the room can instantly yield resources, experience and a number of caps equal to the percentage of the chance taken. A failed rush attempt leads to an inevitable incident in that room; this can be a fire or an infestation of radroaches/mole rats. Each attempt to rush production, whether successful or not, raises the chances to fail the next rush. The room's rush penalty slowly decays over time. The total chances to fail a rush in a specific room is affected by the luck and the traits of the workers and the room's current rush penalty. With a successful rush attempt all workers of a room gain a total of 10 points happiness over the next 30 seconds. A failed rush attempt lowers the workers happiness by 10 points. Only workers that stay in a room during the entire 30 seconds after the rush will receive the full bonus/penalty.

Because the difficulty of an incident increases as you upgrade or merge rooms, it is recommended to keep a couple one size rooms at level 1 so you can utilize rush as a means to gather caps in the early stages.

It is possible to cap the rush failure chance at low 50s with high enough Luck and matching SPECIAL. At this point, the rush chance will alternate between 50s and 40s.

Training rooms
These types of rooms raise one of the traits for the dwellers stationed in it. Training time depends on the dwellers' current level and happiness, how many dwellers are in the room and the room level. Going from level 1 to level 2 takes a few minutes while going from 9 to 10 takes up to 20 hours. Unlike production rooms, having more dwellers in the room does not reduce training time significantly, only minimally.

Dwellers appear to "remember" partial training, so there is no penalty to pulling a dweller out of the gym to temporarily provide some spare power.

Merged rooms
A maximum of three rooms of the same type can be merged to one bigger room. Rooms are automatically merged by placing a room of the same type next to an existing room of tier 1. If placed next to a room of higher level, the new room will be merged as soon as it was upgraded to the level of the existing room. All beneficial effects of the two rooms are cumulated upon merge: A double training room will train up to four dwellers, a triple training room up to six.

Merged rooms have advantages compared to the same number of unmerged rooms. Upgrading merged rooms costs less than the cumulative upgrade costs of the same number of unmerged rooms. So consider merging rooms to triples before upgrading them. Also merged rooms are more productive and effective: Production rooms will generate resources faster while training rooms can hold more dwellers which reduces training times.

But merged room have downsides: the bigger the room is and the less it is occupied, the harder/longer it will be to get rid of an incident like radroachs or fire, depleting your dwellers's health faster. Tier also influence the difficulty; the higher the tier, the longer the incident will be. Keep it in mind before trying to rush production in a 3 merged top tier room with only one dweller inside.

A fully occupied merged room can be deadly to invaders if your dwellers are well trained and fully equipped. Make sure the two first floors contains fully merged rooms with trained dwellers to take out most of the intruders.

Комнаты Fallout Shelter