Which should mean efficiency of 20.755 and 22.486, ie Nuclear reactor is 10% better at efficiency.Īt 20170719 in a vault with 95 happiness(+10%bonus), a 1 strenght 100happy sweller on a not upgraded 1room Power generator yields 10power in 20minutes and 11seconds, while in fully upgraded 3room Nuclear reactor yields 13power in 23minutes and 51seconds. This page has not been updated in quite some time, recently noticed the numbers are a bit off above:Īt 20170719 in a vault with 92 happiness(+10%bonus), a 1 strenght 100happy sweller on a fully upgraded 3room Power generator yields 66power in 1hour and 3minutes, while in fully upgraded 3room Nuclear reactor yields 85power in 1hour 13minutes. Where R is the number of rooms merged together and T the Tier of the room ( r e s o u r c e ∗ 1000 / ( t i m e ∗ s k i l l ) ) ![]() The pool sizes for most rooms have been estimated If the room were to be merged and no new dwellers get added, the room's total pool size is doubled to 2640 (44 minutes) and it would take that same single dweller 8 minutes to fill up the time pool. Power rooms seem to have a pool size of 1320 (which is 22 minutes in seconds), however this single dweller will fill up the room's pool in exactly 4 minutes. So for example in a single-room power plant, a dweller with 5 Strength will add 5 points to the pool every second, increased to 5.5 while the vault has the 10% boost from vault happiness. If a dweller is moved out of the room (perhaps to handle an incident) then the points they've accumulated remain with the room's pool. Upgrading the room seems to have no noticeable effect on a room's pool size. So the pool in a double room is twice the size of a single room, and a triple room thrice the size of a single. When a room is merged the pool size is increased to match the new room size. When the pool is full the room is ready for the player to harvest its resource, after which the pool is emptied and the dwellers need to fill it up again. Every second all working dwellers in the room add their relevant SPECIAL stat to that pool, increased by the vault's happiness bonus. Resource rooms operate with a hidden time pool (hereafter simply referred to as "pool"). Depending on the luck of the workers, collecting the resource may also yield a sum of caps. Once a room has produced a batch of its resource, it will not produce any more until one collects the resource. Although it is not visible in their SPECIAL stat bars, wearing outfits that raises traits beyond 10 increases production rates. Production times are also modified by the room's size, upgrade level, and the working dwellers' happiness. four dwellers with Strength 5 in a double-generator room are as productive as 2 dwellers with Strength 10 in the same room. Production time is dependent on the assigned dwellers' total trait level for the room's required trait. Production rooms periodically yield one resource, except for the Nuka-Cola bottler, which produces both food and water. ![]() For example, the first medbay costs 400 caps, the second costs 500 caps, and so on. The cost of each new room is dependent on the number of rooms of that type already in the vault. The game begins with a stimpak and RadAway capacity of 5. The only exceptions are the overseer's office, which enables one to send their dwellers on quests the vault door, which acts as a first line of defense from invasion and elevators, which allow dwellers to navigate between floors.Įmpty rooms are vulnerable to infestation if one cannot move dwellers into an empty room to eradicate the problem, the infestation will spread to adjacent rooms. Rooms in Fallout Shelter typically split into two categories: production and training. The vault can have a maximum of 200 dwellers living in it. Adding more than two elevators per floor will sacrifice space for other rooms. In addition all floors can hold up to two elevators. There are 25 floors all floors can hold eight rooms.
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