Fallout Shelter
Ipsees Jun 11, 2017 @ 10:15am
(SOLVED) Invincible Mole Rats
yeah...random encounter. They just wouldn't die. Killed all my level 18-21's in the power room then spawned more in the other rooms. Everybody's dead Dave.

I have read that some people have had this with other creatures and tried restarting the game etc etc.

RIP Vault 433

**Solution** I re-verifyed game files twice in quick succession and the issue hasn't happened since
Last edited by Ipsees; Jun 12, 2017 @ 10:44pm
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Showing 1-15 of 50 comments
Tony Seed Jun 11, 2017 @ 11:33am 
Well, I got a missile launcher for a ton of my dwellers, *Mole rat sez: I wanna fek dis noob* *finds out I have missile launchers for everyone XDDDD*
bloOdykizZy Jun 11, 2017 @ 1:39pm 
Uh, nothing is invincible in the game. Sounds like you need better armor and weapons and more stim packs for the incidents.
Ipsees Jun 11, 2017 @ 2:42pm 
No it was bugged, it killed 17 dwellers and they are all armed and have various armour. I restarted steam and re-verified game. When I launched it all the people were still dead but the game behaved as though it was the start of the encounter again and only spawned 3 in one room and each died in 3-4 hits.
Danny Jun 11, 2017 @ 3:55pm 
If anything you could just try to leave the room and let them go ham in there.

Then move people back as they go to other rooms.
Raptor Jun 11, 2017 @ 4:52pm 
Just so you know, armour doesn't actually do anything in this game.
Cags76 Jun 12, 2017 @ 5:40am 
Originally posted by Ipsees:
Everybody's dead Dave.

Better Dead than Smeg ;)
CyFiver Jun 12, 2017 @ 8:10am 
Or level all your dwellers and get them geared up. Works too. :ZAT_Correct:
CyFiver Jun 12, 2017 @ 8:25am 
Define early game? I have one 50 (a 50 is very easy to attain when you use one guy to Explore early), two 35's and the rest are 1-20 and the resolution for mole rats that are hard (and I have encountered it a few times) is simple. Room placement (x1's or x3's placed properly) or just simply moving some higher levels with gear/guns and using stims.

This isn't rocket science sir it's S.P.E.C.I.A.L. :steamfacepalm:
Last edited by CyFiver; Jun 12, 2017 @ 8:42am
CyFiver Jun 12, 2017 @ 8:40am 
I don't have 45 Dwellers for Rare weapons yet. I am at 35 myself. You need to work on room placement if dwellers can't get places like that timely. Use some extra Caps and put your spare rooms (with nobody in them) further down x3. Then use a room you would keep 1x1 to seperate them. Put two decent dwellers in them. Then you will segregate that bottom half from any emergencies and keep your other rooms with dwellers easily accessable.

It's, like I said, super SUPER easy in this game. It's just simple common sense and experience. I even have all my Water/Power/Food/Training rooms up to tier 3/x3 but again near other ones. (x3 T3 makes harder spawns too) It just comes down to xferring your higher leveled survivors to the rooms when needed if an outbreak happens in a main room and keeping stims on hand for the lower level spam.

- Keep your stims up. (If you are always low, log off and on to collect them only)
- Funnel unused rooms to a x1 used room with some dwellers with decent weapons

Good Luck!
Last edited by CyFiver; Jun 12, 2017 @ 8:42am
CyFiver Jun 12, 2017 @ 9:19am 
23.78 Is my current average with adding 4 level 1 dwellers in the past 24 hours.

I run it like this. (Max upgraded rooms too)

Door | Elevador | Power x3 | Str Train x2 [Max Column Space]
Int Train x2 | Elevador | Food x 3 | Agi Train x2 [Max]
Clinic x3 | Elevador | Water x3 | Perc Train x2 [Max]
Power x3 | Elevador | Science x2 | Empty [Using Science x2 as a funnel point]
x2 Empty | Broadcast x1 | Elevador | Emptry [Using Broadcast as a funnel point]
Weapon | Outfit Shops [not used yet, need Rare+ for any use]
| Elevadors [down to bottom]

Half way down the ladder I put my 3x3 Living Quarter (I rarely make babies, not in a rush honestly but you could move this quarter up further if you use it!)

At the bottom I have a x3 and a x2 Warehouse so far and the Overseer's office.

This way I only have to worry about the top floors and each floor has a near full production room. So I don't have to take from my training rooms and disrupt training and so I rarely have to ever worry about transferring dwellers across floors/use elevadors.

I just maintain a decent amount of evenly leveled guys across. The added 4 new dwellers has made stim usage spike a bit but I am fixing to send them on some Explorations soon to grind up the levels quicker.

This is just how I do it, I am planning for funneling + later game in the aspect of trying to keep unused/rarely used rooms away and heavily used rooms next to average used rooms. Sometimes you have to burn through 10k caps to get some reworks done but so far so good!


Last edited by CyFiver; Jun 12, 2017 @ 9:19am
CyFiver Jun 12, 2017 @ 11:06am 
Seems all like trial and error. We will both have to see where I am at when I hit 58 dwellers too. Everyone tackles the situation differently which is interesting to see.
Unseen Jun 12, 2017 @ 11:09am 
Survival mode I could feel your pain, in regular mode not so much, just keep a surplus of caps and revive.
Mars Jun 12, 2017 @ 4:28pm 
use better weapons, and have many stimpaks at hand.
Tetsuri Jun 12, 2017 @ 5:05pm 
Originally posted by CyFiver:
Room placement (x1's or x3's placed properly) or just simply moving some higher levels with gear/guns and using stims.

This isn't rocket science sir it's S.P.E.C.I.A.L. :steamfacepalm:
.............I don't know hao you can claim to be experienced if you need to move dwellers around and use stims every time an incident occurs, other poster is using a better and moar legit tactic.

Low levels, across the board, everyone can handle incidents, problem solved.

+it helps when you have to end train, you won't get stuck with bad hp dwellers.

Well, according to your post, your dwellers aren't really that high level either, and your average is down there, so.
Last edited by Tetsuri; Jun 12, 2017 @ 5:11pm
CyFiver Jun 12, 2017 @ 5:25pm 
Originally posted by packor:
Originally posted by CyFiver:
Room placement (x1's or x3's placed properly) or just simply moving some higher levels with gear/guns and using stims.

This isn't rocket science sir it's S.P.E.C.I.A.L. :steamfacepalm:
.............I don't know hao you can claim to be experienced if you need to move dwellers around and use stims every time an incident occurs, other poster is using a better and moar legit tactic.

Low levels, across the board, everyone can handle incidents, problem solved.

+it helps when you have to end train, you won't get stuck with bad hp dwellers.

Well, according to your post, your dwellers aren't really that high level either, and your average is down there, so.

The issue we were talking about is when you hit the threshold into the first difficult Molerats, which I can assure you I am at. Lets use an example. If I have a Power Plant which is 3x3 and Tier 3 (which makes the mobs more difficult as well) and my three to four dwellers who are level 1-5 fight them... even with 13-15 weapons they will die without a stim each. This furthers the point of having your stims stacked up like ANY logical person would anyway considering the room isn't full as a few of the dwellers are off training and I won't pull them off and reset their time just to fight. I'd just grab dwellers from another room nearby if needed. Besides I think I either am about to or just unlocked Endurance Training which means I can't do that yet....

Now my current average level for 35 dwellers is 24. Yesterday before the four new level 1's it was 37. So I JUST took a huge dive on that due to adding more dwellers which was explained up there, so that argument is also moot.

As for me needing to move dwellers. For me, as everyones game is different, I have one power room (My second one which is x3/T3) that has four dwellers, three of which are level 2-6. So when molerats spawn in that room I pull two from the water room across the way out of habit. Why do I do this? Simple.

A) The room gets handled quicker, and it's already a habit which is a good habit.
B) When you send Dwellers to a room in distress, even across the whole complex, what do they get even if they don't get there in time? Xp. So yet another reason why this is just a good habit.

You know for having 71 hours played versus my 45 you have the same amount of achievements, so I am wondering how you can claim to be more experienced then myself when you can't get "Hao" and "moar" across the board properly. I call shenanigans sir. :listen:


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Date Posted: Jun 11, 2017 @ 10:15am
Posts: 50