r/foshelter Vault 404 & 777 Apr 30 '16

FAQ - Part 1: Please read this before posting.

The FAQ got difficult to deal with in its multiple long posts, so I've moved it here:

https://en.reddit.com/r/foshelter/comments/4tgmk1/faq_please_read_this_before_posting/

262 Upvotes

52 comments sorted by

12

u/yunruiw May 26 '16

For rare/legendary children, the parents' equipment still doesn't matter, correct? That should be mentioned in section 5.4.

9

u/ShardisWolfe May 01 '16 edited May 01 '16

Great work Rabid. Very thorough.

One correction so far for you though. Update 1.5 changed how capped happiness works.

  • Specifically in the 4th point of 4.4, removing a dweller from a Radio Room will remove 1% happiness from all dwellers, regardless of whether they were already at 100% before the room was even built, much less manned. This also affects your 4th point in 4.2 as well.
  • Adding / removing a pet will still leave the dweller at the same starting happiness as you describe, but adding a pet to dweller who is already at 100% no longer counts for happiness objectives.

 

EDIT - Some additional points possibly worth including:

  • clarify in 5.6 - Point out can't build additional Living Quarters once 200 capacity reached (along with destruction point already mentioned) to explain why you should plan ahead Living Quarters placement.
  • end of 6.2 - Possibly mention breeding more level 1 dwellers to lower average dweller level for external incident difficulty.
  • new point in Section 6 or part of 6.6 - Appropriate pet effects still apply during incidents even though the pet runs away. Includes Objective Completion, +X Damage, +X% Health, +X% Damage Resist, and +X% XP.
  • possible new point in Section 6 - Address the timer that steadily increases chance of random incident occurring, using rush failing to reset this timer, and how having certain windows open (explorer UI, crafting UI, storage UI) prevents incident start but the incident timer continues to increase resulting in almost guaranteed incident when those windows are finally closed.
  • add for 8.1 - Here is additional link listing all the pets with some actual numbers provided (mostly accurate). Helps with some breeds which only have a Rare or Legendary version but no Common. Originally came from this post (onemoreround).

7

u/SK_Ren Aug 04 '16

So what is the best room for defending the vault. The FAQ mentions some rooms are really bad (like the Nuclear Reactor) because of how deep they are. So what is the shallowest room to get the most uptime for my vault dwellers?

6

u/the_rabidsquirel Vault 404 & 777 Aug 04 '16

Nuka-Cola Bottlers I think are probably among the "shallowest" actually. Maybe diners, gardens, and water treatment as well. Water purification is a definite no, and probably storage rooms too and power generators too.

6

u/DavidZA Aug 20 '16

Diners and Gardens are to deep either. I am currently trying out the MedBay. Also as a sort of Roleplaying thing. Whoever gets back from exploration probably has a few itches and you would want to check them for any Infections or synth components.

2

u/GOD-WAS-A-MUFFIN May 01 '16

Wow, very thorough.

Great work!

3

u/Inspect-Her-Gadget Jul 19 '16

First of all thank you for your work. New player just started a few days ago and this is great stuff (a lot of which they don't even tell you in the game.)

Quick question:

I seem to be capped at 15 stimpacks and 15 radaways. This doesn't change when I upgrade my storage room or when I upgrade the Medbay to a Clinic.

What am I missing? Thanks in advance!

4

u/the_rabidsquirel Vault 404 & 777 Jul 19 '16

No problem. Stimpack and RadAway storage is determined by the number of medbay and science lab cells you have. How they're connected or upgraded doesn't matter, you get a straight 10 more storage per cell. You normally have 5 storage for each, and every cell adds 10 to the storage. So three 1 wide, level 1 medbays will give 30 stimpack storage, and one 3 wide, level 3 medbay will also give 30.

Basically just build more medbays and science labs. They don't even have to have people in them, so you can leave them empty and throw them near the bottom of your vault if you want.

2

u/Inspect-Her-Gadget Jul 21 '16

Awesome, thank you so much for a the reply.

Two more questions:

  1. When you assign dwellers to go on a quest, it looks like you can assign a certain amount of Stimpaks and Radaways to that quest party. What happens if you don't use them on that quest? Do they disappear? (I've only done the tutorial quest so far.) Do you only have access to those Stimpaks on the quest?
  2. How do I send my Mr. Handy to go out into the wasteland to collect caps?

Thanks again! :D

2

u/the_rabidsquirel Vault 404 & 777 Jul 21 '16

When you give any stimpacks and RadAway to quest party it works exactly like those you give to explorers, so yes, you get them back. Any they haven't used are returned into your storage when you collect them, though any excess over storage is basically thrown out.

All you have to do is drag and drop a Handy into the wastes like you would send a dweller to explore. A prompt will appear which you can tap to send him exploring.

1

u/Inspect-Her-Gadget Jul 30 '16

Belated thank you for answering those questions.

I have a question on Endurance and leveling up: Does it work to boost the health of the dweller to put endurance boosting clothing on them when they have the level up icon above their head, THEN actually level them up??

2

u/the_rabidsquirel Vault 404 & 777 Jul 30 '16

Yep, that's actually a technique I mention in my guide on health. It's pretty good cause you can share one outfit then, including a single heavy wasteland gear. It's also good for not putting your dwellers at risk exploring on survival mode.

2

u/renosaurio Jul 19 '16

you need to build more of those rooms. the cap does not increase when upgrading the rooms, just the units produce. Also, AFAIK, those rooms do not follow the rules for merging, each will give you 10 cap even if they are merged, however they will produce +1 for every room merged, so a 3 space lvl3 produces 12 stimpacks.

2

u/bringbackDiogenes 2426+ Evicted! May 02 '16

Sticky this!

2

u/the_rabidsquirel Vault 404 & 777 May 02 '16

It's already stickied. :P

2

u/anarchoRex May 04 '22

/u/the_rabidsquirel this link in section 11.6 has had the content of the post deleted, fyi:

https://en.reddit.com/r/foshelter/comments/4f2xev/logging_a_month_of_objectives/

2

u/the_rabidsquirel Vault 404 & 777 May 04 '22

Ah, damn, so it has. That's a shame, as I recall it having a whole tonne of data. I'll update the FAQ, thanks for letting me know!

1

u/Eskandare May 16 '24

How do I get my Vault from Android to work on PC? When I loaded my android save in PC the game just quit to desktop. I've converted the file to JASON, but isolating the difference between the PC file and the Android file had proven difficult.

1

u/the_rabidsquirel Vault 404 & 777 May 17 '24

You don't. Android and iOS are on version 1.16, all other platforms are on version 1.13. There's additional content on mobile that other platforms won't have, so trying to load a 1.16 save on another platform will crash.

1

u/Eskandare May 19 '24

So I'll have to go through the code and filter out all new references. Then see if I can load the save. I'm sure it would be easier to start a new game on PC.

1

u/FS_AndroidToSteam May 25 '24

I have discovered how to get it to work without crashing by messing around with the Android save JSON. There is a compromise with this method (read the note at the end). Here is a short guide on how I did it:

  1. Use Fallout Shelter Save Decryptor to convert your Android save file to JSON

  2. Create a new blank Steam save file (or find an existing Steam save file that you already had) and convert is to a JSON file

  3. Open the Steam JSON file and search for "lunchboxRandomGenerator" and copy the 634-character value

  4. Open the Android save file JSON and replace the 804-character lunchboxRandomGenerator value with the one you copied from the Steam JSON save

  5. Save the Android JSON file and then convert it back to a .sav file using the Fallout Shelter Save Decryptor "Encrypt Save" option

  6. Put this save in your Steam FS save folder and you should be able to load it without crashing

!!! IMPORTANT INFO: Steam version is lacking newest updates that are on the mobile version of the game. Legendary characters from Android that are not in the Steam version will get converted to a regular default NPC with the same SPECIAL stats. You will also lose any items (such as clothing and weapons) that are unique to the mobile version.

For example, Lucy got converted to a bald NPC without "Lucy's Vault Suit" and without her "Tranq Gun" but she still has the same base SPECIAL stats and name as she had in my Android save.

1

u/Eskandare May 27 '24

Thank you! This is great!

1

u/V4lAEur7 May 22 '24

There are some things I expected to be in here that I don’t see.

Should I evict low SPECIAL dwellers when I can replace them with high SPECIAL dwellers (especially if I leveled them before they had max Endurance)?

How do I select the options to birth the baby/raise the SPECIAL stat without also leveling up the dweller, if I’m not meant to level them unless they have 10 E?

What happens to dwellers assigned to a room when I destroy it if I want to move things around?

How much power, food, water is being consumed? How much is each room making?

Did I just miss obvious stuff trying to read it all fast?

1

u/the_rabidsquirel Vault 404 & 777 May 23 '24

Some stuff I don't include because it's covered somewhere in the game itself, or I figure it follows from what I have explained. I don't want sections to get too wordy. I do want to get the point across though, so I can have a look at some of them. I've got a tonne of edits to do anyway with a mountain of new info that was brought to my attention, I'll add it to my todo list.

  • The only gameplay reason you'd want to evict dwellers based on stats is if they leveled with poor endurance. It doesn't matter when you train the rest of their SPECIAL.

  • The level up arrow overrides the icon to give birth or raise a SPECIAL stat. You have to do the level up first. Since you won't have training rooms or good endurance outfits at the start of the game anyway, what many people do is don't stress too much about accidentally leveling their starting dwellers, knowing that they'll all be replaced later with new dwellers that were thrown into E training right away.

  • The game makes you assign the dwellers somewhere else first. Any dwellers passing through the room but not assigned to it won't stop you from deleting the room, and while they'll briefly be hidden by the dirt if you do delete, their pathing will act like the room is still there until they get out of it. You can't lose or damage dwellers (or Mr. Handy) in any way through deleting rooms.

  • You can view your resource consumption and production stats in the stats tab of the VDSG (where you view the list of things you've collected). Dwellers consume 0.36 food and water per minute (in normal and survival), but only dwellers in the vault consume. Anyone outside the vault exploring or questing doesn't consume anything. Power consumption varies a lot depending on the room in question, and the size and level of the room. Your resource production stats are an ideal, as in, how much you'd be making per minute if you instantly collected from every resource room. As such you want to give yourself some wiggle room. Generally if your production numbers are at least double your consumption numbers then you should be plenty safe.

1

u/V4lAEur7 May 23 '24

Thanks for replying, this is super helpful! In case it came off that way, I didn’t comment as a criticism, I was just like ”am I missing something?”

1

u/the_rabidsquirel Vault 404 & 777 May 23 '24

Oh no, it's okay. It is just me running the FAQ, so I definitely appreciate any feedback on it. It's helpful to know where I might need to be more clear on things.

1

u/Amgus024 May 26 '24

Cap Farm as of 2024?

1

u/the_rabidsquirel Vault 404 & 777 May 26 '24

Still exploration by far. High luck explorers bring back a lot of caps, and filling the wasteland with high luck explorers that can go the distance will soon make it so that caps become a non-issue.

1

u/Amgus024 May 26 '24

Thx. I was hoping for 100’s of thousands for upgrading ALL rooms

1

u/Moanerloner May 29 '24

Can anyone tell me how much time does it take to develop one point on any SPECIAL when the room is fully upgraded ?

1

u/the_rabidsquirel Vault 404 & 777 May 29 '24

While the Fallout wiki sometimes has incorrect information for this game, in this instance it's good as it has a table of the training times. You can further reduce time by having dwellers training together, the more the better, the times on the wiki are I assume for a single dweller scenario. I believe the reduction from training alone to having 6 together is about the same as the reduction from training in a level 1 room vs 3. Also note that the times are identical across different rooms, only the stat they train changes.

https://fallout.fandom.com/wiki/Weight_room#Training_time

1

u/V4lAEur7 May 30 '24

This isn’t necessarily about the FAQ, just not sure where to ask small/simple questions. Getting legendary dwellers is exciting since I’m new, but really, aren’t trained dwellers going to be “better” given they can be leveled up with high endurance and their other SPECIAL can be trained just as much as the legendaries

I have Ed the Ghoul and Star Paladin Cross, but the more I think about it, it seems like they should be used in production rooms instead of exploring or quests because they are already so high level without having their Endurance maxed.

Short question: What is the best way to use Legendary dwellers? Above is just my thinking out loud about it.

1

u/the_rabidsquirel Vault 404 & 777 May 30 '24

I'd say the best use of legendary dwellers is actually exploration. Yes, they have anywhere from mediocre to terrible HP depending on their starting endurance, but they have generally high SPECIAL. Early game you won't have properly endurance trained dwellers, so they'll still be better at the start of the game. You could put them in the vault, but that wouldn't be using most of their SPECIAL. Exploration does use all of their SPECIAL. IMO they're better exploring until you can replace them with properly leveled dwellers.

1

u/V4lAEur7 Jun 02 '24

Are there any negative effects to evicting dwellers? (Does it bomb everyone else’s happiness or anything?)

Now that I can train SPECIAL from Lvl 1, I’m thinking about doing “1 in, 1 out” until my current population size is all properly trained dwellers.

How does sending dwellers out into the wastes affect power/water/food? Maybe I send them out exploring instead of evicting them right away but the concept is the same?

1

u/the_rabidsquirel Vault 404 & 777 Jun 03 '24

Eviction has no negative consequences. You're free to use it to get rid of as many dwellers as you please with no consequences.

A common strategy is to start training level 1 super dwellers when you can, and then eventually replace your starting dwellers that probably leveled at least a few times with poor endurance.

Only dwellers in the vault consume food and water, 0.36/minute of each per dweller to be precise (in both normal and survival). Any dweller outside exploring, questing, or waiting in line to be accepted back in doesn't need any food or water, nor do you get "taxed" food or water for accepting people back in or sending them out. In some scenario where you're trying to save on food and water, but don't want to or can't build more resource rooms, you could send a bunch of dwellers out exploring, immediately recall them, but leave them waiting outside so they don't consume.

Power is consumed by your rooms, not your dwellers. Moving dwellers in and out of the vault won't affect your power consumption at all. Also, power generating rooms, elevators, and the overseer's office actually consume zero power.

1

u/V4lAEur7 27d ago

Quick question - can you have 25 explorers and a different 9 questers (34 people out in the wasteland) or do the questers get taken out of your max explorer count?

3

u/the_rabidsquirel Vault 404 & 777 27d ago

Explorers, Mr. Handy, and quest groups all have their own limits that don't affect each other. 25 explorers, 5 Mr. Handy, 3 quest groups.

1

u/V4lAEur7 27d ago

Thank you!

1

u/SunstormGT May 20 '22

Do all rooms need to inhibited or can I leave some rooms empty without have incidents all the time?

5

u/the_rabidsquirel Vault 404 & 777 May 20 '22

You can leave rooms empty, but internal incidents can randomly appear in any room regardless of how many dwellers are in it. Ideally you'd design your vault so that incidents that appear in empty rooms don't spread out of control and hit a bunch of occupied rooms. One easy way to do that is to take advantage of the fact that incidents can't spread through dirt.

1

u/SunstormGT May 20 '22

Ok thank you. Thought maybe rooms like Living Quarters could be left empty as you dont see the small roaches animation when it is empty.

1

u/[deleted] Mar 22 '23

I found my answer pretty quickly.
It's pointless to train Endurance on a lvl 50 dweller.
Thanks!

3

u/hidingfromthecartel Mar 31 '23

Yes and no.... a max endurance lvl 50 is still better, albiet not much better, then a dweller with 3 or 4 endurance... but yeah, max endurance first before leveling, and if you are patient, and dont have too many trainies, max strength and athletisism as well before sending them off to the waistland.

1

u/[deleted] Mar 31 '23

Yes, I'm trying my best to train endurance first.
At this point my Vault is still a big training room.

1

u/hidingfromthecartel Mar 31 '23

I had 160 dwellers all maxed out before i learned about max endurance training, and super babies. I only hsve 2 %50 twins chance pets, so replacing is slow going.

1

u/[deleted] Mar 31 '23

I have kinda selected the better seettlers for the wasteland and quests.
The rest are workers, who cares. They are strong enough to survive attacks.
Now I'm just crafting Dragon's Maws.

1

u/hidingfromthecartel Mar 31 '23

Nice. At the moment i have around between 30 and 40 end maxed dweller that i mostly keep in the wastland and quests, but right now a fresh batch of 12 newbies in the endurance room rn waitimg to eventually replace the OGs. My game has a dedicated phone, so it doesnt get closed out alot, and i get so tiered of radscorpian attacks devistating my vault filled with weaklings while im eashing dishes or in the garden et cetra. Im want them all to be monsters

2

u/[deleted] Mar 31 '23

I'm playing on PC so I enter the game once every hour, 2 hours just to collect the trainee's level ups. I guess I'm up to 50-60 full SPECIAL dwellers now, out of 198. I don't spend much time in the game, once a day I swap training rooms, do quests, collect my wasteland stuff (I have 3 groups, each group gets called back after 48 hrs in the wasteland) and craft.
Those +7 outfits are definately worth the investment.
I might kick out some high level- low endurance dwellers tho.

1

u/hidingfromthecartel Mar 31 '23

At some point you probably will. At one point my vault had 24 training rooms, 8 levels. After dying on a quest, and before understanding how they worked, I stopped doing quests completely, and reduced my wasteland runs to between 10 and 15 or so annd would min/max outfits to have the minimum number of dwellers eorking to keep the school lights on. I cut everything I could, including dtorage to push my dwellers through school.

I actually stopped having fun for awhile and almost quit playing twice during that time. But imgearing up to do it again. Imabout to impregnate everyeligable frmale dweller in my vault, and rudh training and evictions. I just wish i had more training pets.

1

u/capilot Apr 28 '23

So how does this work? Just fill your fitness studio with all your level 1 dwellers, and just leave them there for a few days until they hit endurance 10, and then assign them to other things?

1

u/Cool-Paleontologist5 Jan 25 '24

What does strength do in the wasteland?