Fallout Shelter
Lasercar Apr 5, 2024 @ 10:54am
Big list of suggestions
Could someone link this forum post of my suggestions to bethesda through the support center on their website? (I don't have an account) I tried sending these by email, only to get an automated response telling me to use the support center to suggest things.

Not that I think doing so will result in any/all of these suggestions being added, but you never know.

Add a 'coffee break' button on the dweller ui (only for adult dwellers of course). We can send them on coffee breaks anyways, just send them out to 'explore' and then recall them straight away (that, and there's a mod that adds this, so yeah).

Make the quest outfits impossible to scrap or sell (even in the wasteland team inventory).

Make pet carriers, lunchboxes, nuka-cola quantum and mister handy boxes show a icon in the wasteland team inventory with the weapons and outfits (also, fix that ui bug with exploring mister handys moving the caps total of exploring dwellers over their stim/rads).

Allow mister handys to be repaired for a 1-1999 cost based on their current health.

The starting levels given to Rare and legendary Dwellers should use an endurance of 15 and 17, rather than their current endurance.
This'd make them much more worthwhile for players in the know about endurance to keep them. You could go even further, and make those starting levels use endurance of say, 17 and 25. It'd make them an awesome reward, rather than awful one.
(Could also do this for new surface dwellers in survival mode, have those first 5 levels use 10 or 13 endurance for their health (or 17/the max, so that they're still an option, plus, that'd give them 1.5x their starting health)

Being able to set a short note or tag for each dweller, one, so we don't have to add said tag to their name, making it ruin the name popup in rooms (if it's first) and children names.

Being able to downgrade the vault door, trust me, it sounds weird, but in the late game, the extra time surface incidents spend on the door is annoying. And/or, you could add an option for holding it open.
It makes no sense why you'd use the cut room decorations to idk, make surface incidents happen break the door faster when this would be better.

A toggle option for bottle and cappy visits or at least, turn off their jingle (should also remove that 'limited time' sticker on their questline while you're at it, or, change it to have the reward icon for them in it).

Add a bypass/across path for the elevator (things walking past an elevator first have to walk close to the door and back out, rather than straight across, looks weird when you have multiple side-by-side. The first overseer's office level has this too).

An endgame cap sink of some sort. Not sure what it could be, perhaps, giving caps to vault tec to let you circumvent or increase one of the many limits to things, like the area you can build in, or your storage, dweller cap, the number of pets in a room and total pets (this could be a balancing alternative to the lesser used pets like health healing speed, talked about further below), allowing for more than one mr handy on a floor etc.
Idk, something that obviously that won't reduce the amount of purchases people make, but also is an end game cap sink. Lets say, the cap sink(s) start at 750K or something.
The cut decorations could be this cap/junk sink as well, allowing max maxing the vault and it's dwellers. For example, one of the bonuses they can provide (I think) is a special boost of your choice, and therefore, they'd make for a new max max dweller health dwellers can be levelled to.

Could also have room specific decoration bonuses if/while adding them - ones to increase the storage of storage rooms, the dweller cap of living quarters, more dwellers in the vault door (because why not), maybe one for the overseer's office to allow you to have more or multiple people in a team wasteland exploring, a higher pet limit, etc
Here's a few universal bonus ideas too - more pets in a room

Oh, another thing, remove the doors completely from the sides of rooms/elevators touching dirt. I just hate the look of those black door frames.
Makes it feel like a finished vault is always unfinished
That, and the way the rooms in quests/surface buildings don't match them at all, like, the building has way more depth than the rooms themselves. I get that this'd result in extra prefabs /assets, but even then, it can be made into a toggleable graphical option
(though this would be more trouble than it's worth, probably why it is as it is in the first place...)

Pregnancy time status, that's all (or, do it artistically, by having the female progress to the current art/visual for pregnancy). Should be shown after their room/training timer too.

Night-time and Midday for quest locations.
Maybe add time of day specific dialogues too? (for vault/explorers specifically, but quests could have some, and also more dialogues in general).

Quests could be made more interesting, though they're fine as is I guess. 'Outdoor' locations, for example (it'd give the sniper rifle a reason to exist, though it'd completely upend the game), or being able to actually chat to an npc rather than a choice of a single dialogue option, in quest special checks(and/or quest benefits for sci), or, get this, allow dwellers to go to the next quest in the quest chain without having to return to the vault first (with the risk of losing the dwellers and the quest progress, and increasing their return time).

Make the game teach important but overlooked gameplay mechanics, such as endurance and how it gives your dwellers bonus health on level ups. Though, it'd be easier to just show numbers for dweller health something like: hp/max hp-radiation(+max hp increase from level up and endurance (unless level 50))

Filters for the storage menu (lengendary/rare/common, damage, stats, etc) and show the total of each type of item, and the percentage of the storage each type takes up (large stacks should also show the percentage of storage they take too).

Upgraded production rooms provide more storage for the thing they produce. So why don't med bays and science labs follow that rule? Is it intentional?

I'd like if the pet bonuses listed here: https://github.com/therabidsquirel/The-Fallout-Shelter-FAQ/wiki/Section-8:-Pets#86
Were fixed.

Please, just something or some way to increase the inventory capacity for all explorers and/or individually and allow us to set when they decide to return automatically and/or allow us to make them ignore normal weapon, outfit and junk (and maybe even rare junk?) drops. How else am I supposed to get them to explore out to 6 days plus in survival mode to see (well, read) them fight super mutant masters/behemoths? (other than waiting 24 days)

That, and a slight rework of the pet bonuses and how the pets work - I even have a few suggestions for more of them!

wasteland weapons and outfits should be *rare* weapons and outfits. Could even go as far as increasing the amount of time between common drops by the same percentage (and/or make it a separate pet - reduce the amount of drops for common items). This'd put it up there with the other explorer related pets like return speed (at least, until mass production of legendary weapons. But, better than 'useful until one has common stuff').

Could even have one that returns the tiny chance of getting legendary weapons, but prevents them from collecting any legendary junk (from the wasteland, that is) - a trade off pet, if you will. Or even, all junk, so that they get far out enough for that tiny legendary chance to start rolling (also, it'd be boosted in survival), that, and/or make a global 0.001% chance (1 in 1000, or even lower, the developer chooses after all, not the player/suggester).
Damage resistance, health and rad healing speed should apply to the whole room (of course, only using the max bonus of the equipped pets). This'd make them go from being a meh pet to a use this pet to let yourself take breaks without having to quit to the main menu. Some people use the health ones to reduce how often they have to check on the door guards, for example.
Besides, they'd make it way safer to have level 3 training rooms filled with level 1s in a mid-late game vault.
That, and a pet that allows you to find rare/common pets in the wasteland (I mean, the code/localisation is already there, just require it to run a different check if this pet bonus is equipped). This'd easily be the best benefit by far too. Or you know, could make them a 0.001% (allowing for a max 2.5 percent chance if max explorers) chance over a item Both would be cool too.


Happiness pet - divide the Happiness between all the dwellers in the room (and make it stack, of course).

XP - same thing, apply to the whole room, but not stack (I don't use as is currently, unless the bonus is < 20 and only then in the wasteland if I can't give them a decent return speed one).

A pet that reduces the internal incident level of a room - a level 3 room receives incidents at the strength of a level 2 room, for example. Though you'd have to make it only apply when an incident starts, so you can't shuffle one around to make all the incidents easier.
Or you know, just finish the decorations as a resource sink as mentioned above, as one of their bonuses is basically this.

A pet that increases the number of items a wasteland explorer can carry (and/or the stim and rad limit when sending them out, though you'd have to make it remove the extra ones when the pet get removed after adding more). Also have to prevent it from being unequipped during quests and stuff when the inventory items go over 100 (or, just force it when they're over the limit after finishing a quest, idk).


Fix all the bugs listed here https://fallout.fandom.com/wiki/Fallout_Shelter_bugs

As well the ones listed here https://github.com/therabidsquirel/The-Fallout-Shelter-FAQ/wiki/Section-16:-Known-Bugs-and-Glitches

and the rare explorer taking the name of their pet bug. No idea what triggers it though.

Fix the female pool cue animation (level 1 luck room)

Fix the eyebots - their idle animation isn't set to loop.

Fix the experience gains for the repeatable junk events in survival mode so that they actually reward those massive gobs of experience for succession (and failure).
Unless, the experience values for junk events were changed at some point before the 1.4 update release and the unused ones in the survival mode parameters prefab are relics from that, then ignore the following stuff. Anyway, while I have this brought up, make the legendary junk drop from the brewery guaranteed, as the legendary junk events are guaranteed anyway (that is, if they're passed).

It's just a matter of doing the below to the SurvivalModeEncounter script and then moving experience listed in the failure and success children objects to the new variables.
[Export("Experience", null)]
private int m_failureexperience;

[Export("Experience", null)]
private int m_successexperience;

if (m_failureexperience > 0)
{
EffectExperience failEffect = encounter.GetFailEffect<EffectExperience>();
if (failEffect != null)
{
failEffect.m_experience = m_failureexperience;
}
}

if (m_successexperience > 0)
{
EffectExperience successEffect = encounter.GetSuccessEffect<EffectExperience>();
if (successEffect != null)
{
successEffect.m_experience = m_successexperience;
}
}

and a way to get the success effects of course (wasteland encounter script).
public T GetSuccessEffect<T>() where T : EncounterEffect
{
EncounterEffect encounterEffect = m_successEffects.Find((EncounterEffect x) => x.GetType() == typeof(T));
return (T)encounterEffect;
}
You can also use this to change the exp reward for the other stuff (the creatures, locations and npcs) too ofc.

glowing radroaches that die after they finish their call but before the new radroaches are spawned end up spawning another glowing radroach, that proceeds to just freeze as the room boss is already dead (might happen for the molerat boss too, but there's not many opportunities for me to test it ofc).

Oh, and the crashed ship in the cave room can generate above ground, in buildings (also, the backdrop for the roboco center doesn't extend past the camera view limit at the back of the building).

And a new rare one I've found - A explorer that has just been collected right before a surface incident ends up being able to run through the vault door as it opens.

Also also, fix that weird white room dividing line on the daylight wasteland ground texture outside the vault. Bugs me every time I take notice of it.

Also also also, you can hear the new alien drone pet around where dwellers sit while exploring when it's equipped on one. All pets do this, but the drone is the most noticeable. It kinda beaks the immersion a bit, you know? That, and you're still able to tap on the explorer pets to hear their sound too.

The wastelandlogic is broken in version 1.15+ - it'd be great if it was fixed/reversed to the 1.13 wastelandlogic.
Last edited by Lasercar; Jan 22 @ 3:31am
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Showing 1-13 of 13 comments
Mardoin69 Apr 5, 2024 @ 6:59pm 
No point. Bethesda no longer supports the PC version as of just over a year ago. It would all be falling on Deaf ears.
Lasercar Apr 5, 2024 @ 11:41pm 
Forgot to include a few more things
A Family tree
Show numbers for the inventory limit in the explorer UI: current items in inventory/max inventory
The outside part of the destroyed vault door uses the room lighting, not the wasteland light (and with the alarm flash it's very noticeable that it's not lit correctly).
Randomly generated alpha deathclaws bosses sometimes use the size of regular deathclaws (that, or they just generate as a normal deathclaw classified as a boss).
Last edited by Lasercar; Apr 14, 2024 @ 1:17am
Lasercar Apr 5, 2024 @ 11:42pm 
Originally posted by Mardoin69:
No point. Bethesda no longer supports the PC version as of just over a year ago. It would all be falling on Deaf ears.
Yeah, only the PC version, not the others.
Besides, if the other platforms got another big update, then why shouldn't the PC version get it as well?
Mardoin69 Apr 6, 2024 @ 8:11am 
The other version(s) did get a big update. But, this one didn't... because they dropped this version / washed their hands of it. It's too easy to cheat in stuff for the PC version... using mods and / or Save Editors. And, the save editors became pretty common knowledge for the PC version so, they probably weren't making much off lunch box sales with the PC version anymore. Was that the reason? We don't know but, they gave it to steam to manage. Steam can't re-write code of the game though... like installing updates to it. So, it's never going to happen. We're stuck with this version. However, your suggestions might be relevant to their mobile version... in which case someone could possibly pass on these ideas. It just won't come to life for this PC version.
Lasercar Apr 9, 2024 @ 8:21am 
Originally posted by Lasercar:
The starting levels given to Rare and legendary Dwellers should use an endurance of 15 and 17, rather than their current endurance.
This'd make them much more worthwhile for players in the know about endurance to keep them. You could go even further, and make those starting levels use endurance of say, 17 and 25. It'd make them an awesome reward, rather than awful one.
(Could also do this for new surface dwellers in survival mode, have those first 5 levels use 10 or 13 endurance for their health (or 17/the max, so that they're still an option, plus, that'd give them 1.5x their starting health)

An addition to this - what's the point of setting a initial level one max health (100 + starting endurance * 5) if it's only going to apply to dwellers from quests?

Also, it'd be nice if dwellers in the waiting line could be turned away, without having to assign and then evict them. Having the option right away could be problematic, so it should have a population minimum limit before it can be used.
Zeocrusher Apr 9, 2024 @ 11:20am 
It would be nice to be able to repair Mr. Handys'. Are we able to repair them at all in the mobile version?
Sir-Derp's Apr 9, 2024 @ 4:18pm 
13-9, Logan's Run "Identify".
Mardoin69 Apr 9, 2024 @ 6:28pm 
Originally posted by Zeocrusher:
It would be nice to be able to repair Mr. Handys'. Are we able to repair them at all in the mobile version?

You 'can' repair them... but, only after they explode. Then you can rebuild them. Unfortunately, you can only rebuild them a couple times and then they're defunct for good. I usually cycle my older one's to floor they're less likely to get destroyed again because of this.
Lasercar Apr 10, 2024 @ 4:52am 
Originally posted by Mardoin69:
Originally posted by Zeocrusher:
It would be nice to be able to repair Mr. Handys'. Are we able to repair them at all in the mobile version?

You 'can' repair them... but, only after they explode. Then you can rebuild them. Unfortunately, you can only rebuild them a couple times and then they're defunct for good. I usually cycle my older one's to floor they're less likely to get destroyed again because of this.
No, you can revive them forever. Not sure were you got that information, maybe you removed a destroyed one by accident?
Lasercar Apr 10, 2024 @ 5:06am 
Anyway, I got another suggestion - add GetFollowerBonusDamage to the num in DamageMin and DamageMax in the dweller stats - with the reason being that pet rarity bonus damage should be included in wasteland encounters, as it's already included in the vault and on quests.
Mardoin69 Apr 10, 2024 @ 8:54am 
So... my experience with the Mr. Handy's has been that after a couple times of exploding... the third time I was not able to recover (repair) them. Wasn't given the option to like the first couple times. And, I've experienced this more than once so, don't think it was a simple mistake of selecting the wrong option. But, now you have me wondering... I'm going to test this and see if I just had a bugged game... or, maybe that's just how it worked in an old version of the game and they changed it in the later patches. I'll test that next time I play.
Lasercar Apr 20, 2024 @ 4:14am 
Another thing to fix - the vault door always opens to daylight, even during the night/evening.

And another - the caps/quantum number in quests increases in a rather odd way - it decreases/increases by the amount collected before landing at the final number. I thought it might be intended behaviour, but caps/quantums number only increases in the vault.

One more - if a swipe in the wasteland explorer UI is cancelled at the peak of the swipe, it bugs out the UI and causes a UI softlock.

Also, now that the caps reward on a levelup is multiplied by the level and then rewarded, the same should go for levelups in the wasteland too:
private void LevelUpInWasteland()
{
int num = m_currentLevel * MonoSingleton<GameParameters>.Instance.Dweller.NukaPerLevel;
->
private void LevelUpInWasteland()
{
int num = m_currentLevel * MonoSingleton<GameParameters>.Instance.Dweller.NukaPerLevel * m_currentLevel;


Hmm, another edit to this comment - It appears that the non-looping animation issue that effects the eyebot during combat actually effects everything - I noticed that a dweller with a plasma thrower would freeze once the idle animation finished, until of course, they get attacked and the idle animation is played again after the hit one.
Last edited by Lasercar; Apr 20, 2024 @ 5:20am
Lasercar Apr 21, 2024 @ 6:05am 
Fix the explorers(/wasteland teams) not using radaway.
Here, I'll even show exactly how to fix it:
public void ApplyRadiation(WastelandRadiationInfo radiation, string localizerKey)
{
UpdateElapsedTime();
int num = 0;
float num2 = 0f;
int num3 = 0;
for (int i = 0; i < m_Dwellers.Count; i++)
{
num = m_Dwellers.Stats.GetBaseStatMax(radiation.AffectedByStat);
num3 = m_Dwellers.Stats.GetEffectiveStat(radiation.AffectedByStat);
float num4 = Mathf.Clamp(num - num3 + 1, 0, num + 1);
num2 = radiation.RadiationDamage * num4;
bool flag = m_Dwellers.Health.IsFullRadiated();
m_Dwellers.Health.Radiate(num2);
if (!flag)
{
UpdateHistory(new WastelandMessage(EWastelandMessageTextType.LocalizeString, localizerKey, EWastelandMessageTextType.String, num2.ToString()));
TakeRadAwayIfNeeded(i);
}
}
}
->
public void ApplyRadiation(WastelandRadiationInfo radiation, string localizerKey)
{
UpdateElapsedTime();
int num = 0;
float num2 = 0f;
int num3 = 0;
for (int i = 0; i < m_Dwellers.Count; i++)
{
num = m_Dwellers.Stats.GetBaseStatMax(radiation.AffectedByStat);
num3 = m_Dwellers.Stats.GetEffectiveStat(radiation.AffectedByStat);
float num4 = Mathf.Clamp(num - num3 + 1, 0, num + 1);
num2 = radiation.RadiationDamage * num4;
m_Dwellers.Health.Radiate(num2);
UpdateHistory(new WastelandMessage(EWastelandMessageTextType.LocalizeString, localizerKey, EWastelandMessageTextType.String, num2.ToString()));
if (m_Dwellers.Health.IsFullRadiated()) TakeRadAwayIfNeeded(i);
}
}

private void TakeRadAwayIfNeeded(int dwellerIndex)
{
if (m_Dwellers[dwellerIndex].Health.IsFullRadiated() && m_Dwellers[dwellerIndex].Health.UseRadAway(m_teamEquipment.BasicResources) == EItemUseResult.Success)
{
UpdateHistory(new WastelandMessage(EWastelandMessageTextType.LocalizeString, "Wasteland_Use_Radaway"));
this.OnItemUsed();
}
}

public void CheckTeamRadiation()
{
for (int i = 0; i < m_Dwellers.Count; i++)
{
if (m_Dwellers.Health.RadiationPerUnit() > 0.25f && m_Dwellers.Health.UseRadAway(m_teamEquipment.BasicResources) == EItemUseResult.Success)
{
UpdateHistory(new WastelandMessage(EWastelandMessageTextType.LocalizeString, "Wasteland_Use_Radaway"));
this.OnItemUsed();
}
}
}
->
private void TakeRadAwayIfNeeded(int dwellerIndex)
{
if (m_Dwellers[dwellerIndex].Health.IsFullRadiated())
{
if (m_Dwellers[dwellerIndex].Health.UseRadAway(m_teamEquipment.BasicResources) == EItemUseResult.Success)
{
UpdateHistory(new WastelandMessage(EWastelandMessageTextType.LocalizeString, "Wasteland_Use_Radaway"));
this.OnItemUsed();
}
}
}


->
public void CheckTeamRadiation()
{
for (int i = 0; i < m_Dwellers.Count; i++)
{
if (m_Dwellers.Health.RadiationPerUnit() > 0.25f)
{
if ( m_Dwellers.Health.UseRadAway(m_teamEquipment.BasicResources) == EItemUseResult.Success)
{
UpdateHistory(new WastelandMessage(EWastelandMessageTextType.LocalizeString, "Wasteland_Use_Radaway"));
this.OnItemUsed();
}
}
}
}
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Date Posted: Apr 5, 2024 @ 10:54am
Posts: 13