Fallout Shelter
Hailspork Jul 14, 2018 @ 4:14pm
Double-wide rooms
I'm building each floor my vaults as follows:
[1 2 3][e][1 2 3][1 2][e]
So a full-sized room, elevator, full-sized room, then 2 blank spots. Is there a good recommendation for the 2-wide slots? Other than Overseer's room, of course.
I'm thinking one of the following:
1. More facilities (eg 2-wide power plant)
2. Living quarters/storage
3. Training rooms (is 2-wide enough?)
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Showing 1-13 of 13 comments
Bored Peon Jul 14, 2018 @ 4:25pm 
Size of training rooms only affects how many can use it, 2, 4 or 6 vault dwellers.

Storage is best off left at 3 square rooms for the extra storage bonus. Once you get up high enough you are going to need a lot of storage rooms.

I usually save the 2 square rooms for labs and medbay to increase stimpak and radaway storage.

You should also consider E-3-2-3-E because elevators on the outside prevent molerats. Molerats appear in any room touching dirt (except elevators.) So this only leaves you bottom floor exposed and that jsut means put people in those room to fight them off.
Ryuu Jul 14, 2018 @ 8:04pm 
Originally posted by Bored Peon:
Size of training rooms only affects how many can use it, 2, 4 or 6 vault dwellers.
Not true, it also affects training speed, albeit by a small degree, so they're still feasible for 2-wide placement.

> I usually save the 2 square rooms for labs and medbay to increase stimpak and radaway storage.
^ Those are best candidates. Upgrade level and size does not give any boost for their storage.
tavald.musashi Jul 14, 2018 @ 11:29pm 
tl;dl: All the rooms are better at 3 size. make vaults 3-elevator-3
Untill the very late game.

When you reach endgame, you start to profit from having smaler (2sizes) medpacs and radaway production.
There are some stuff you can do to make a better late game vault, that uses 2 sized rooms, remove the second elevator on the ground floor, make dwellers not evolve some of the stats, etc.
But by the time this techniques are good, you don´t care about the marginal increase in profit anymore.

There is an argument to put 3-2-3 floors with radaway/medpacks on the middle, if you have some auto colect robots. If you decide to make some dedicated resourcemaking floors.
A door-elevator-storage-overseer ground floor can be good to stop raids on the groundfloor because the raiders will be forced to go trought the storage floor twice, put your guards here. Only do it after you have 6 dwellers with max hp and legendary weapons spare.

A late game vault will have 80-120 dwellers, 200 is only if you are going fancy.
Bored Peon Jul 15, 2018 @ 5:33am 
Originally posted by Ryuu:
Originally posted by Bored Peon:
Size of training rooms only affects how many can use it, 2, 4 or 6 vault dwellers.
Not true, it also affects training speed, albeit by a small degree, so they're still feasible for 2-wide placement.

Wrong.

There is no difference between a 2 square room and 3 square room in training time. I just upgraded the room myself and the time left of 17h 18m did not chance.
Last edited by Bored Peon; Jul 15, 2018 @ 5:34am
Ryuu Jul 15, 2018 @ 5:38am 
Originally posted by Bored Peon:
Originally posted by Ryuu:
Not true, it also affects training speed, albeit by a small degree, so they're still feasible for 2-wide placement.

Wrong.

There is no difference between a 2 square room and 3 square room in training time. I just upgraded the room myself and the time left of 17h 18m did not chance.
Yes, there is difference, but you forgot how it works - it's affected by amount of DWELLERS training together in the room. You won't notice difference for one dweller alone in a room of any size.
https://fallout.wikia.com/wiki/Fallout_Shelter_rooms#Training_times
Check your facts :B1: Add some dwellers.
Last edited by Ryuu; Jul 15, 2018 @ 5:42am
Bored Peon Jul 15, 2018 @ 6:41am 
Originally posted by Ryuu:
Originally posted by Bored Peon:

Wrong.

There is no difference between a 2 square room and 3 square room in training time. I just upgraded the room myself and the time left of 17h 18m did not chance.
Yes, there is difference, but you forgot how it works - it's affected by amount of DWELLERS training together in the room. You won't notice difference for one dweller alone in a room of any size.
https://fallout.wikia.com/wiki/Fallout_Shelter_rooms#Training_times
Check your facts :B1: Add some dwellers.

You should read what you link. Then think about it.

If you have 4 dwellers training in a 2 sq or 3 sq room the training time is always going to be the same. The same if you have jsut 2 people in the 3 square room.

So the only time you get an advantage is by keeping 6 dwellers in a 3 square training room at all times. Which should not be happening for all stats, luck and endurance should be your only 3 square rooms. So that means making one into 3 squares is pointless if you are never going to have 6 dwellers in it.

The difference between a 6 man training and 5 man training was 4h 25m vs 4h 20m (265m vs 260m) about 2% difference. So with 4 vs 6 dwellers you are lookign at about a 4% difference.

That difference you brought up is pointless. In order to get it you need 6 dwellers at all times in the training room. Then any bonus time saved is EASILY eaten by not being logged in EXACTLY when the training time ends to raise that stat to start training the next one.

In other words in the end it makes no difference at all.
Last edited by Bored Peon; Jul 15, 2018 @ 6:48am
Ryuu Jul 15, 2018 @ 7:07am 
Yeah, the difference is small like i already said, but it still exists and together with legendary continuous training time pet is feasible. Too bad without modifying the game not ever dweller in a room can have assigned pet.
I usually try to pack dwellers together in training rooms, training one group in one stat first, then second stat. Also good against incidents.

Building them as 2-wide on populated floors is good as well in case of incidents. But at least merging training rooms does not increase incident difficulty significantly, while upgrading does.
Without continuous training pet all those boosts may seem insignificant.
RebelliousAnthem Jul 15, 2018 @ 7:27am 
i just build training rooms in the 2-space-areas. doing fine with that.
Hailspork Jul 15, 2018 @ 7:54pm 
So med rooms (more for storage than production) and training, with elevators on the outside where possible.
Thanks!
ShinsFortress Jul 16, 2018 @ 11:43pm 
Picky, picky, picky.

I'm pretty basic.I have more fun playing than fiddling like that. Most of my bases are 3E3E2 or 3E32E.

As for 'double' rooms, they're whatever I want or think is needed. If my whole vault survival hinges on one of those, I'm doing the overall things wrong and one room won't save me. They usually end up being Storage, as they don't look much different and like most room are not able to have Themes applied.
Michael M Jul 17, 2018 @ 8:51am 
I like to have the floor below the entrance consist of three wide food, three wide water and two wide power as soon as possible. It makes the first Mr Handy much more useful since he collects everything while you're on quests.
ZaggRukk Jul 17, 2018 @ 6:08pm 
Originally posted by tavald.musashi:
tl;dl: All the rooms are better at 3 size

Very incorrect! Power rooms are more efficient at two wide. Having a three wide stimpack or radaway room also makes no sense, since it increases nothing from two wide.

OP, the only thing that having a three wide room insures, is the strongests attacks by multiple radscorpions. Totally not worth it.
Ryuu Jul 17, 2018 @ 10:28pm 
Originally posted by ZaggRukk:
Power rooms are more efficient at two wide
Not true anymore, i think it was fixed in one of old patches.

> OP, the only thing that having a three wide room insures, is the strongests attacks by multiple radscorpions. Totally not worth it.
Nah, if it's not upgraded to level 3 - the difficulty increase is not that significant.
Last edited by Ryuu; Jul 17, 2018 @ 10:28pm
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Date Posted: Jul 14, 2018 @ 4:14pm
Posts: 13