
Primary production rooms (power, food, water) need to be tapped to harvest their resources.

There’s a few frustrating aspects of the Fallout Shelter room plan which you will have to play around: Barbershop – A place to customize your dwellers’ appearance.Theme workshop – A place to customize your vault’s rooms’ appearance.You start unlocking training rooms at 24 dwellers and unlock the final one at 45 dwellers.Ĭrafting and customization – Nice stuff to have, but not essential to start. Training rooms – Rooms for your dwellers to work out so they increase stats. Also ambiently increases your dwellers’ happiness slightly. Radio studio – Dwellers working here attempt to entice passing survivors into joining your vault, unlocked at 20 dwellers.Science lab – Produces RadAway packs for radiation treatment, unlocked at 16 dwellers.Medbay – Produces Stimpacks for health maintenance, unlocked at 14 dwellers.Nuka-Cola bottling plant – Supplies both food and water needs in one room, unlocked at 100 dwellers.Start with the former, unlock the latter at 80 dwellers. Water treatment plant / Water purification plant – Creates and stores potable water.Start with the former, unlock the latter at 70 dwellers. Diner / Garden – Produces and stores food.Start with the former, unlock the latter at 60 dwellers.

#FALLOUT SHELTER OPTIMAL LAYOUT GENERATOR#

Elevator – Chained together to make elevator shafts.Staff your two most butch fighters with their best weapons here to guard against invading raiders. Vault door – You get exactly one, always on the top floor at ground level.Utility rooms – Required for vault function. Rooms can be categorized by function, thusly: Most rooms can be expanded to 3 sections wide and later upgraded. Be careful not to overbuild, because rooms left empty tend to attract disasters. Over time you will need a good balance of rooms to provide stable function levels. The rooms are what your vault is made of, so plan them carefully.
