Fallout Shelter bugs

This page describes and lists any known fixes for known issues and bugs on the iOS and Android game Fallout Shelter.

Guidelines
Please place any bugs found here with appropriate details on how they occur, and if any known fixes are available.

Android

 * Crippling performance issues and performance leaks with any action. Lag spikes can become unbearable after less than 10 minutes of heavy activity, so bad as to even make quitting the game difficult.
 * Cannot switch between dwellers in the wasteland. Sometimes the arrows for cycling through exploring/returning dwellers are missing when clicking the wasteland.
 * Not so much a bug as the hit box for the buttons are really really small and do not extend into the corner. Try dragging the window below the text box but above the item bar. It's more reliable.
 * A lag spike can cause the window to not fully center on the screen, causing the > arrow to be inaccessible.
 * Crashes when heavily using the room assignment list. Often the game will crash when using the room assignment list to assign dwellers to rooms.
 * Sometimes deselecting a room or a dweller will not change the interface, the interface will remain until you select and deselect another dweller or room.
 * Objectives cannot be removed each day on Android Lollipop version.
 * The first tutorial that has you building the power plant. After that it tells you to select a dweller to assign to the power plant and the dweller cannot be selected.
 * 3rd Expansion of rooms not joining together - when the player deletes a room to create space for a room expansion, room expansion won't register and a single room will be built.
 * For a room to join, it must be upgraded to the same level as adjoining rooms. The new room may need to be upgraded before it will join.
 * All dwellers have blacked out faces.
 * Sent out an explorer for less than an hour, he now has 20 items, and is going to take several thousand hours to return.
 * During raider attack if the game crashes, upon reloading the vault is still in "under attack" mode but there is nothing to attack, raiders are already gone. Resources no longer produce, nothing progresses. The room that was being raided still has dwellers with HP bars ready to fight, but nothing to fight. All other rooms look like they are operating normally but do not produce any resources.
 * When you unequip armor and weaponry from a dweller before they enter the vault the game will crash and, while restarting it crashes when trying to load the vault,
 * When in loading screen after choosing vault number, the game will crash and sends back to phone home screen.
 * Occasionally when sending dwellers exploring, they will be able to explore forever without any events or without gathering anything.
 * Supposedly if they're out for longer than 60 hours, they never get any events or items beyond that.
 * Constant crashes when opening objectives screen. Game restart does not fix the problem.
 * Game crashes on "Please stand by" screen if the cellphone shut down while playing previously.
 * The only known fix currently is to completely reinstall Fallout Shelter, as the crash destroys any existing saves.
 * When assigning Vault Dwellers to a new room or when two couples go to have a baby at the same time (overlapping themselves), occasionally they will become invisible and unable to be selected. To fix this close down the app completely.
 * If your phone's batteries run out after opening a lunchbox and unlocking the cards, the cards will disappear once your game has restarted.
 * When exploring the wastes, sometimes your dwellers will report finding caches or refrigerators, but when they open them, no bonus item is granted.
 * Perhaps not a bug, but intentional? A cache may not have anything in it.
 * Not a bug. Loot is based on the luck attribute and current time in the wasteland. Expect around 1 item drop per hour, more or less.
 * Undraggable Pregnant - When attempting to move a newly pregnant dweller back to her job she sometimes becomes selectable but undraggable. It seems only a restart or leaving to the menu and returning fixes this.
 * In radroach incidents, sometimes the workers will animate as running around uselessly or continuing their work task instead of assisting with exterminating the radroaches if they are unarmed. (Note: This is possibly a feature though, rather than a bug)
 * XP earned while your vault dwellers are exploring the wastes doesn't seem to increase their level.
 * Stimpaks can not be applied to dwellers.
 * Invisible Corpse - When reviving dwellers there's a chance that an invisible corpse will remain and upset anyone working there. The only known ways to fix this so far is to delete the room and rebuild it or have some other dweller die in the same room and deal with the corpse.
 * Attacked / dead dwellers - it seems that there is a bug during raider attacks when dwellers from other rooms taking damage although raiders are not there. The dwellers in the room where raiders are do not shoot.
 * Near invincible mole rats that won't die until everyone on the floor they appeared on has died.
 * Mole rats from a tier 3 size 3 room are REALLY strong. Don't max out a room until it can be filled with 10+ weapons.
 * When opening the mission tab game closes without notification.fire wont go out dwellers don't take damage from it cant collect from other rooms while its happening
 * When Explorer returnees and you collect the items you don't get all the items. even with 2 fully upgraded storage rooms.
 * When attempting to complete "Level up dwellers" quest; the dwellers will level up but the quest will state that only one has leveled up if the dwellers SPECIAL points are collected too quickly. Bug also occurs even after waiting several minutes
 * Not a bug. "Level up dwellers" uses dweller XP levels. There are separate objectives for SPECIAL training.
 * Rare coincidence - if a room is being rushed, emergency happens before rush is complete, dwellers will attempt to deal with emergency, and then rush is successful, dwellers will ignore emergency until it moves to another rooms. However dwellers aren't damaged.
 * When selected dweller dies from emergency, game doesn't unselected them and they still can be given a stimpack. However, after dying animation ends they die anyway and lie with normal face. In table they are stated dead with full hp.
 * When switching between apps while a vault is on fire upon return the fire cannot be extinguished.
 * Radroach Armageddon - During a radroach infestation, it is possible for the radroaches to be invincible and eventually kill all of your dwellers.
 * Probably not a bug. Tier 3 Size 3 rooms have extremely powerful disasters. The game is foolish enough to let you get these maxed out rooms WAY earlier than your dwellers can handle. If you have fists and 1-5 damage weapons when radroaches pop in a maxed room you will DIE.
 * Dweller in wasteland not using RadAways.
 * Unverified. Explorers will not use a RadAway until they can get maximum healing from one (about 25%).
 * Time travel - The core gameplay can be drastically altered by messing with the device's internal clock. Should one set one's clock backwards, all incidents cease unless triggered by the player, and all production rooms gain whatever amount of time that the player went back to added to their next production time. The production rooms can be reset by rushing, allowing a player to collect resources risk-free for as long as the clock has been set behind. This can also be used to manipulate the time Dwellers spend in the Wasteland, but they won't collect anything until the clock has been caught up. The altered time will affect their enemy spawns and loot drops, however, and can also be used to bring them home prematurely by recalling them after setting the clock back and then rolling it forward. Changing the clock or getting to the point in time the clock was changed to originally should fix this highly exploitable bug.
 * If a room is rushed immediately prior to setting the device's clock backwards in time to exploit the time travel bug, upon having set the clock backwards, the failure rate of a rush for the room in question will have skyrocketed. This is likely because the game gauges rush failure rate based partially on the time since the last rush, and it decreases with time. Since the previous rush is read as having been in the future, the failure chance is elevated accordingly.

iOS

 * Using Items from wasteland - When a dweller returns from the wasteland select the Item in the detail screen and hit the collect button.
 * Random crashing - Variable rate by device, game will freeze up and black screen with no discernable pattern; App will not close and can be reopened once the device returns to the home screen. Brief data can be lost in these instances, such as caps gained, objectives removed or completed, and Rooms built. Can also result in the Permanent Pregnancy bug.
 * Permanent crashes - If your Vault is bigger than 20+ civilians, you could maybe never load your Vault again because of permanent crashes at the loading screen of your Vault.
 * Permanent Pregnancy - If the game crashes while naming or after hitting done when naming a baby dweller, The mother may remain pregnant and not leave the pregnant state after rebooting. Another possible cause appears to be deleting or modifying the residence in which the dweller got pregnant, after they've gotten pregnant, although this is not true in all cases.
 * Radroach Armageddon - During a radroach infestation, it is possible for the radroaches to be invincible and eventually kill all of your dwellers.
 * Rush Crash - It is possible for Fallout Shelter to crash when a rush is attempted (in any room, on any device).
 * Event Item Deletion - If a dweller is equipped with rad and stim packs and is on his/her way to the wasteland but the expedition is canceled by an event such as rad roach infestation, fire or raider attack, the items equipped to the dweller can be lost.
 * Invisible Corpse - When reviving dwellers there's a chance that an invisible corpse will remain and upset anyone working there. The only known way to fix this so far is to delete the room and rebuild it.
 * Undraggable Pregnant - When attempting to move a newly pregnant dweller back to her job she sometimes becomes selectable but undraggable. A restart will fixes this, also dragging other dweller in the living room untill the pregnant one is kicked out.
 * Clothing bug - After shelter a random survivor his original outfit is going to continue in his body instead of changing to a vault jumpsuit. This can be verified when going to change her or his outfit appears the name of the clothing with an number in the end, example: Casual01.
 * Post Incident Sound bug - Even after the attack to end the game audio continues with the alarm ringing and the sound of roaches and shots (if every dweller where armed) even life in the vault being completely normal.
 * Objective Reset - Objectives will sometimes reset back to zero, usually overnight. This happens frequently with the longer ones, such as "Explore the Wasteland for 14 hours," "Collect 2300 Power," or "Deliver 16 babies."
 * Dwellers not appearing in collection - When you get rare or legendary dwellers, they don,t appear at the collection, though it works properly with weapons and clothes. It can't be solved by restarting and will stay like that for all your shelter life, even if you get all possible dweller cards.
 * Dwellers change outfit in wasteland randomly - Dwellers sent to explore the Wasteland will sometimes change their outfit, seemingly random. Problem is the original outfit will no longer be available.
 * Dwellers can become invisible - Unknown cause but closing the game and reloading it bring them back.
 * Outfits in the Survival Guide - outfits can appear in the Survival Guide as having been found when they haven't yet been found (eg some legendary outfits, though they are not wearable), and outfits can appear as newly-found when they have been in the Survival Guide for some time. This bug has coincided with an outfit being wrongly listed in the text for a dweller on exploration (eg Commander Fatigues - showed in text as such, but wasn't in her collection list). Bug encountered when about 60 different outfits had been identified in the SG.
 * Dwellers walk diagonally through walls and ceilings.
 * Dwellers no longer move unless you double click on their room.
 * Have two bald dwellers - dwellers are only considered bald when babies. When they grow up the number of bald dwellers obtained for the objective goes back to zero. Out of 30 pregnancies with bald fathers only 2 children were also bald (half were female, so 15 male children) but not at the same time. Children take three hours to grow up but pregnancies take 6 hours to finish so this objective is almost impossible to complete unless you make too many female dwellers pregnant.
 * If a pregnant dweller becomes undraggable it seems her pregnancy timer doesn't count down until the game is restarted.
 * If there are two deathclaws left and the first one is killed while entering the next room, the other one will return to the previous room and kill all the surviving dwellers before proceeding to the next room.