Fallout Shelter
Rintaro Jun 7, 2017 @ 4:33pm
How much do dwellers consume?
Kinda curious, I'm at 35 dwellers, and I plan to stay at that for a while, as I train everyone for a good amount of time. However I don't know how much food/water I need to produce, and I think each room takes 5 power?
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Showing 1-15 of 17 comments
Tetsuri Jun 7, 2017 @ 4:51pm 
WoW, gettin super mathy there, I'm not a mathz parson so.
Raptor Jun 7, 2017 @ 10:24pm 
One 3x water and food should be enough, and depending on how many rooms you have 2 or 3, 3x power rooms. Even fully staffed, you wil have a few spare dwellers that you can send to training rooms.
Vote Quimby Jun 8, 2017 @ 1:25am 
I never did counting. Just all 3 bars always full, so you wont get resourse starved during invasions.
Hedning Jun 8, 2017 @ 2:11am 
You can check your stats in game. However your dwellers aren't the only ones consuming stuff. Every time you log off, unless you have a mister handy, you will lose a considerable amount.
When you get attacked you lose up to half of your total storage.

Instead of trying to calculate exactly you should remove dwellers if your bar is constantly filled, and add dwellers if you are struggling to keep them up.

I don't recommend sticking around at 35 dwellers unless you have a mister handy, because you won't have enough things to do to spend time on while waiting for the rooms to produce a second or third batch to refill the bar from what you lost when you logged out. That is unless you spread your dwellers incredibly thin.
Last edited by Hedning; Jun 8, 2017 @ 2:11am
Ryika Jun 8, 2017 @ 5:12am 
Unless you're playing Survival Mode or doing it just for fun, imho there's no reason to stay on 35 dwellers. You should instead make babies, train the new people to 4-5 of the stat of the room they'll be working in, and once they're capable, replace the old people and send them out into the wasteland.

That's useful because the level has a HUGE influence on how long people can survive outside of the vault, and that point you'll start getting tons and tons of materials + higher level outfits.

The people who stay in the vault can then make new babies that can continue training until they're maxed out. If you do it like that, the training (+outfits) of your people should increase your food/water income enough to stay on 1 size 3 room until ~55 dwellers or so.
Last edited by Ryika; Jun 8, 2017 @ 5:20am
jamesc70 Jun 8, 2017 @ 4:30pm 
I've tried to figure it out from eyeballing number of dwellers and their stat level vs total population, and it honestly seems random. I was struggling to have enough food for 47 dwellers with two 3-size diners upgraded to level 2 with 5/6 workers in each and the workers upgraded A and with A outfits.

Then I started the next day and my food production is through the roof and I get away with only 5 total Diner workers (in both diners); have no idea why the usage dropped so dramatically.

One thing I didn't realize as a new player, is that rushing with two of every production room is pretty much the way to play. You want to rush often. Not only does is stock up resources, you get caps to upgrade or buy more rooms. Of course you want some guns first to fend off radroaches, but I almost always rush my rooms every other production.
Tetsuri Jun 8, 2017 @ 4:42pm 
????????????? first off, you can see consumption, it has a number, so there's no need to guess.

Secondly, you DON'T want to rush often, it's much better to get res with fast production and have max production boost from 90+% happiness. Rush has a negative impact on production since it resets the timer, and on a fail, it'll reduce happiness. You DO want to rush to increase happiness to maximize production.
Last edited by Tetsuri; Jun 8, 2017 @ 4:42pm
fragball Jun 8, 2017 @ 4:57pm 
well, just out of curiosity: how do you fully train your dwellers when you can't have all training rooms with only 35 people? did ya exile the rest after building the training rooms, or let them die?
if so, you will have quite some rooms that needs power, and if you don't have them stratigical build around your powerplant, you might run into a bit of a power-snag (only my guess here - never tried that).
Tetsuri Jun 8, 2017 @ 4:59pm 
yes, you can just make babies to unlock rooms and then get rid of them if you want to.

No, at just 24 dwellers, you can start making the strength room, which means you should already be in a good place for power. You probably will not make every room all at once, due to resource and man power, but it can be built up gradually.
Last edited by Tetsuri; Jun 8, 2017 @ 5:01pm
Raptor Jun 8, 2017 @ 9:53pm 
Originally posted by packor:
Rush has a negative impact on production since it resets the timer.
That is kind of the point of a rush, it completes the timer so you can collect your production.
Tetsuri Jun 9, 2017 @ 5:15am 
Originally posted by Raptor:
Originally posted by packor:
Rush has a negative impact on production since it resets the timer.
That is kind of the point of a rush, it completes the timer so you can collect your production.
you not getting it, bro. Unless you have #$%^ workers, production > rush. Rush has a chance of failure, production doesn't. Every time you fail rush, you lose out on production. On top of your timer getting reset, people also drop wat they're doing until that incident is handled, meaning even moar delay in production. Every time you rush in the middle of production, you lose out on rez, that means first you have to do it immediately after collecting to reap benefits, second, do you want to argue success chance? Third, if you can't keep max production boost, you lose out on production. So, ya.

Having that "immediate" resource boost only looks pretty.
Last edited by Tetsuri; Jun 9, 2017 @ 5:18am
Raptor Jun 9, 2017 @ 5:31am 
Originally posted by packor:
you not getting it, bro. Rush has a chance of failure, production doesn't. Every time you fail rush, you lose out on production.
Yeah I know. That is the chance you take. That's why you get a percentage of fail, It's a gamble.
Originally posted by packor:
Every time you rush in the middle of production, you lose out on rez.
Only if you fail, if you have success, you get more, because you get the rush, and the timer resets, so the next round of production will finish sooner than if you didn't rush.
Hedning Jun 9, 2017 @ 5:53am 
I think if rushing is worth it really depends on the average gain. It doesn't work as a gambling mechanic if you do it often, because it will average out.

If you are in trouble and need the rush the penalty for failing is very hard too, putting you even more in trouble, so it's a bad gamble. Like you wouldn't spend your last money on a lottery ticket in the hope you could afford the next months rent and avoid being evicted.

Rushing depends on your room level and wether or not you can successfully follow up a failure with another rush until you succeed.

If you have a 10% chance of failure I think it is fine rushing level 1 rooms regular rooms, because the incident will be over before it started. And if it fails you have a 20% failre risk on the next meaning even if you only have one room of that type you can rush again to get those resources.

It is never worth it to rush a level 3 nuclear reactor however, because even with all 6 dwellers having legendary weapons the rushing and following incident will take about half what your regular production timer is, and if you are like me and have around half of your capacity in storage (or more) the drain from that radscorpion before it dies will count for many, many rushes.
Last edited by Hedning; Jun 9, 2017 @ 5:54am
jamesc70 Jun 9, 2017 @ 11:07am 
Well, I rush all the time, with level 2 rooms, as soon as they are done producing.

What do I care if it fails and I lose 20 seconds toward the next production, when I'm already full of that resource? The upside, which imo is the only side, is free caps when it succeeds, and free xp when it doesn't.

I don't rush if I need a resource and failing will put me behind. I thought that was obvious.
Tetsuri Jun 9, 2017 @ 1:30pm 
free caps is not an upside. You get minimum amount of caps for succeeding in a rush. You get the maximum amount of caps whenever you succeed a luck roll. There is NO upside.
Last edited by Tetsuri; Jun 9, 2017 @ 1:32pm
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Date Posted: Jun 7, 2017 @ 4:33pm
Posts: 17