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 three 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.

Floor 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 times
In a triple-wide room, fully upgraded, Super Reactors produce in 145/(S/60) seconds, and Power Plants produce in 99/(S/60) seconds [where "S" is total points in strength]. If all dwellers have 14 strength, Power Plants [49/1m11s=0.693 power/seconds] produce 11.3% more power per second than Super Reactors [66/1m44s=0.637 power/seconds], but Super Reactors store 300% more than Power Plants. Exact times for food and water have yet to be determined.

Efficiency (resource*1000/(time*skill))
Bigger is better in this case. Some rooms are more efficient while you actively play (clicking more often); others are more efficient while running in the background. A clear example is the radio room. Although you would think making one 3-room radio is the best way to do it, it is not because if you login after 24 hours, the single room has stopped at 1 citizen, but three 1-room radio rooms give you 3 citizens after 24 hours. This scenario is not 100% accurate since there are chances for you to get 3 citizens, but the fact is that the first scenario stops at 1 citizen and the second one stops at 3 (which is better).

Why resource*1000/(time*skill)? Because if we increase skill then resources are also increased proportionally. Values are shown for skill 1 workers. 1000 is used because numbers are quite small.

* Quantity is for logging out and resuming after room has finished production (for people who don't care about efficiency while playing, but login, collect resources, and logout).

The above table is for a first tier 1-room. Multiply Quantity and Efficiency with the numbers below to get these values for other configurations:

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 may be a fire or an infestation of radroaches/mole rats. Each attempt to rush production, whether successful or not, raises the chances of failure in 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 of 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.

It is possible to cap the rush failure chance below 50% with high luck and matching SPECIAL statistics of the workers. At this point, the rush failure chance will alternate between 50% and 40%.

If your goal is to:
 * produce resources, build big, non-upgraded rooms (for water, food, power) and big, upgraded rooms (for RadAways, Stimpaks)
 * produce caps, build multiple small, non-upgraded rooms
 * successfully rush rooms for the quests, build multiple small, non-upgraded rooms

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 is upgraded to the level of the existing room. All beneficial effects of the two rooms are accumulated 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.

However, merged rooms 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 radroaches or fire, depleting your dwellers' health faster. Tier also influences the difficulty; the higher the tier, the longer the incident will be. Keep this 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 contain fully merged rooms with trained dwellers to take out most of the intruders.

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