Fallout Shelter
Dwarfurious Apr 4, 2017 @ 11:41am
Room limits for max vault
How many power plants/cafeterias/waterplants etc does it take to support a full vault? how many living quarters?
I understand there are themes and better building later on i dont have access too but trying to get a rough idea for planning a layout
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Showing 1-14 of 14 comments
Sapphire Bullets Apr 4, 2017 @ 11:44am 
I'm sure there'll be a guide out there but power requirements seem to be determined by room volume and food/water by population.

Note also that attacks from outsiders will sap your resources so you shouldn't run too close to the bone.
JPMcMillen Apr 4, 2017 @ 11:53am 
It also depends on the effency of your production rooms. Higher stats=faster production. The production bars at the top will show how much you have, and how much you need before you start suffering negative effects from a low supply. Generally speaking, you want that little minimum supply line as far to the left as you can afford to build and staff.
Dwarfurious Apr 4, 2017 @ 11:54am 
I figure anyone with a maxed out vault can just check their food/water/power requirements and i'll just leave a blank space for rooms i aint unlocked yet with the same function
JPMcMillen Apr 4, 2017 @ 11:59am 
Originally posted by Dwarfurious:
I figure anyone with a maxed out vault can just check their food/water/power requirements and i'll just leave a blank space for rooms i aint unlocked yet with the same function
Eventually you will have more than enough bottlecaps to just demo and rebuild your current production rooms with the better ones. They are somewhat better, but it is an expensive investment.
Trust me though, the room you will eventually have to make space for are storage rooms. Exploring is the quickest way to level people up and dwellers will come back with tons of stuff. And the sell common items button only sells common weapons and outfits, not any of the common salvage they find.
Last edited by JPMcMillen; Apr 4, 2017 @ 11:59am
Ryuu Apr 4, 2017 @ 12:05pm 
5x 3-slot 3-level living quarters
redditors said it's enough to have 2x 3-slot 3-level nuka bottlers with maxed dwellers
not sure about others.
Dwarfurious Apr 4, 2017 @ 12:06pm 
Originally posted by JPMcMillen:
Originally posted by Dwarfurious:
I figure anyone with a maxed out vault can just check their food/water/power requirements and i'll just leave a blank space for rooms i aint unlocked yet with the same function
Eventually you will have more than enough bottlecaps to just demo and rebuild your current production rooms with the better ones. They are somewhat better, but it is an expensive investment.
Trust me though, the room you will eventually have to make space for are storage rooms. Exploring is the quickest way to level people up and dwellers will come back with tons of stuff. And the sell common items button only sells common weapons and outfits, not any of the common salvage they find.
I plan on using the entire east side for storage from top to buttom, 2 rooms thick. Hopefully that will be enough o.o
Ryuu Apr 4, 2017 @ 12:33pm 
Originally posted by Dwarfurious:
I plan on using the entire east side for storage from top to buttom, 2 rooms thick. Hopefully that will be enough o.o
It's not good to have unpopulated rooms adjacent to populated ones. Especially whole column, just think about incident propagation.
MrPurple33 Apr 4, 2017 @ 12:39pm 
Im on my 1st Vault -- building every room smoothly -- currently at 28 dwellers, DID build a 2nd Power Plant (both fully Levelled) - one is fully staffed, one only has 2 dwellers in it (getting more for that)- couple extra Living quarters will help to grow as well
JPMcMillen Apr 4, 2017 @ 2:40pm 
Originally posted by Ryuu:
Originally posted by Dwarfurious:
I plan on using the entire east side for storage from top to buttom, 2 rooms thick. Hopefully that will be enough o.o
It's not good to have unpopulated rooms adjacent to populated ones. Especially whole column, just think about incident propagation.
I think you mean unpopulated rooms next to other unpopulated ones. Of course, if there is a populated room next door it doesn't take long to send a few people across the hall.
Rafiki Jul 26, 2022 @ 6:57am 
why it have a room limit? for what is all that place when i can never fill it?
200 dwellers is limit, why?? -.-
Mardoin69 Jul 26, 2022 @ 10:48am 
Originally posted by snooze:
why it have a room limit? for what is all that place when i can never fill it?
200 dwellers is limit, why?? -.-

The game starts taking too much of a performance hit when you go over 200 dwellers. That's the only reason I know of for them making this limit. How do I come to this conclusion? Cuz there's a mod that removes that limit and people have reported this to be the issue when going much above 200.

AS to the max # of rooms..... I run a vault with about 140 dwellers (currently) and can keep food / water production maxed with 3 sets of cafeterias (each are 3 rooms wide) and same for water production. For power to maintain all those along with barracks, warehouses, crafting rooms, etc....I run about the equivalent of 9 of the power production rooms (each 3 room wide.) I actually have more than that but, they're only 2 room wide for a bunch of them cuz i use the remaining 2 block wide slot for power rooms all way up n down along left wall in conjunction with the other production rooms....kind of hard to describe exactly.

I have a ton of warehouses though filling up the bottom of the pit separated from the rest of the rooms (only connected by elevators.) The power consumption is going to be about 1 power room set (x3) for every other production room set of 3. If i were to increase dwellers to max, I'd probably need to add another couple sets of rooms...food / water / power to maintain max production. But, there's also an indicator in middle of the supply bar which shows the 'demand' level vs your total production capability. I try to keep that as far left as reasonable so that I always have far more production than needed.......since attacks will deplete those reserves. This way I never go in the red and always have more than needed.
Icarus Tactic Jul 26, 2022 @ 2:01pm 
I block off the first 6 layers for production only rooms, keep an empty layer on the 7th as incident breaker and build everything else below that.

The 6 layers is enough to fit 5x 3-wide slots for nuka cola (water and food) and another 6x 3-wide for nuclear power eventually. The 2-wide rooms are all medbay/science. This is way, WAY over kill for 200 dwellers, but it's a convenient setup I use also early game so I don't go into the red and I can very easily switch over once I hit 100 pop.

Realistically you only need 4 layers, 2 layers for food+water and 2 layers for power due to 1) Mr. Handy 2) Trained dwellers 3) lvl 3 upgraded production rooms 4) Better production rooms, but that's not enough space in the early game.
Rafiki Jul 26, 2022 @ 2:52pm 
for what you need so much room by 140 dwellers??
do you dont train your dwellers? or you dont use the room upgrades ( the last 4 rooms for energy water and food) ?

perfomance problems?? not everyone has a bad computer..

only the player should be the limit, not the game

you need 9x3 energy rooms by 140 dwellers?? for what?
i make 31+66+85 energy (its just one floor, with 1x3 and 1x2 normal energy and 1x3 atom) and its enough atm.
10+26+33 water +15 from the nukacoke
10+12+15(3 single case gardens on each stage)+40(a 3 block cafeteria)+15 from the nukacoke
thats my first 4 floors, inclusive the door floor. and there is enough space to upgrade or build new rooms.
maybe you should train your dwellers first before you say something about a limit..

9power rooms each 3 rooms wide.. sorry that i laugh..
i have 152 dwellers atm and use only 1 floor for energy..

i dont see any problem to double it or till 400 if i dont use so much storage rooms. but 200 is very less. theres so much empty space.. there dont should be a limit. maybe i find the mod you described..
Mardoin69 Jul 27, 2022 @ 9:55am 
As I explained, I have production maxed at all times and demand (indicator on the production meter) most way to left......which means I'm producing a lot higher than demand. Reason I run it that way is so I never go into the red even when Radscorpions are draining power rapidly or other attackers are draining productions. I also stated I have a ton of warehouses.....which require more power....since I have almost 1500 junk for crafting.

Yes, you CAN skate by with less but, why should you? With 140 dwellers, you have more workers than you need for production rooms. The only one's I train above 3 to 4 points in a stat for production rooms (besides Endurance) are the newly raised children and Rare + Legendary dwellers--which i currently have a lot of.

So, my power rooms are only 2 block wide because that's all that's left along my left hand wall. Every level has one 2x room energy plant. Every other level has a 3x room cafeteria and 3x room water production. The skipped levels are used for crafting and medical / labs (occasionally an extra 3x room power plant) because when done right, invaders will skip every other level the room farthest to the right. This means my medical / scientists never get bothered......except maybe in Radscorpion, Radroach, or pig-rat (mole-ratt) attacks.....which is rare that they get to them cuz my last levels have all my training rooms where rare and legendary dwellers are training to max stats and they wipe out anything that comes from below.

Edit: And, the performance issue isn't just a problem for people with poor PC's....even players with decent game rigs reported a performance hit. But, you have to keep in mind, this is actually a game made for people's cell phones that they developed to be able to play across most platforms. So, they had to keep performance in consideration. But, like i said, you can always go on Nexus and get the mod to remove the 200 dweller max limit.
Last edited by Mardoin69; Jul 27, 2022 @ 10:04am
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Date Posted: Apr 4, 2017 @ 11:41am
Posts: 14