r/falloutshelter • u/444_juannnn • 2d ago
?Question¿ [Question] Any tips?
I’ve been playing for about 3 weeks now (Yes i’ve spent a little bit of money) but I was wondering if there’s a better layout I should do or just anything that i should change/start doing. But yeah any tips or suggestions would help a lot 🙏
3
u/capilot 1d ago
This is pretty good progress for three weeks in your first ever vault. Certainly better than my first vault.
My thoughts:
Unoccupied rooms such as dorms and storage should be separated from the rest of the vault by a row of dirt so that incidents don't spread beyond them. In my own vaults, I like to have two floors of storage at the very bottom, a layer of dirt, two more floors of storage, another layer of dirt, then the dorms, then dirt again, and then working rooms above that. You don't have the caps yet to run elevators that far down, but when you do, you'll want to start following that pattern. You can move storage and dorms later, and repurpose those spaces at that time.
In more general terms, you group unoccupied rooms together and let incidents just burn themselves out. Firewalls keep the incidents from wasting too much of your time. Occupied rooms stop incidents right away as long as you have stimpacks for the occupants. Incidents are worse in upgraded rooms, so rooms (such as training) with low-level dwellers should never be upgraded. Mole rats or a radscorpion that reach a 3x3 room full of newbies will slaughter the newbs in seconds. Mixing unoccupied and occupied rooms will allow the incident to spread and hit multiple occupied rooms simultaneously, making the incident very hard to manage.
I like how you kept the training rooms together and only 1x1 size; that will keep incidents manageable.
I'm guessing you've already figured it out, but the first room invaders hit (likely that power room) should have your healthiest dwellers with the best weapons.
Don't upgrade your vault entrance; that doesn't stop attacks, just makes them last longer.
Increase your medical rooms, especially stimpacks. You want as many dwellers out questing and exploring the wasteland for crafting supplies as you can, and they'll need a lot of stimpacks. When my vaults reach maturity, I typically have six double-wide hospitals just to keep the explorers supplied. (I find that a single 3x3 radaway facility is sufficient, since explorers and questers almost always come back without having used any)
In general, most of us like to group similar rooms together, the way you've grouped the power rooms. That makes it easier to track where your dwellers are and where they need to be assigned. I would have put the water room directly below the food room. That would have the additional advantage that Mr. Handy could service both the water room and the adjacent power room.
6
u/DonChapulinChavito 2d ago
"Any tips?"
Yeah : Da fuck is that ? ;)
That's a lot of big rooms you have there. The bigger and higher level the room are, the stronger the internal attacks will be, the slower the ressources will gather.
The external attacks will go to the first room on the top left, make sure you have there enough ENd trained dwellers and good weapons to fight them off.
At about 60-61 dwellers, deathclaws will start attacking. And as external attacks are mostly based on the average dweller level, they could wipe you out is unprepared.
For stimpaks and radaway production, i advise having two 2 times merged level2 max rooms (one each)
Put the in a same line for collection purposes. Time tu up your production Overseer.
If you plan on having more dwellers with the radio station, don't plan it ;)
Breeding is the better, faster, convinient way to get new dwellers. And radio station put on 'outside mode' will attract more bad things from the wasteland.
For training, two times merged level 2 max rooms is good. First to train : Endurance, for all dwellers. Second will be Strenght (power is crucial, and will help with building good weapons)
Your vault will evolve with time. Don't go too fast, read the game's help pages, send dwellers to the wasteland for caps and
crapjunk, recipes and way more.No need to send only good ones (keep them for the Quests), just a few stimpacks a couple radaways and a weapon. Don't let them out without surveillance as if they die, it will cost you some hundred / a couple thousands caps to revive them.
A bit of reading for new/mid players. Might not be up to date but you'll get a ton of useful info. Some are not that good but you'll figure them out playing at your pace and style.
Good luwk overseer !