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This works similarly in that the rooms with asterisks are protected from incidents spreading to them. i personally use it in conjunction with the gauntlet design, my production rooms are in that configuration. and you can put on the left storage rooms or whatever and they dont have to be populated, you can just leave em empty. if you do as i did and put the training rooms (where you put level 1s) they will be protected from fires spreading. but the rooms a tad to the right wont transfer to each other, instead they transfer to the rooms a tad to the left. Why and how it works is discussed in the comments section here, where i came up with it but the short version is the rooms a tad to the left (ones with an asterisk next to them) in each row will transfer incidents to each other and never transfer an incident to the rooms a tad to the right in each row. though it is abit weird it has some nice properties: To complete the look, deleting the Vault Door elevator is recommended, but not necessary. Dweller mobility is somewhat slower, but how often do you move Dwellers anyway? Also forces Raiders/Deathclaws to travel your rooms from top to bottom. Simply put, this layout looks fantastic and allows for rooms of any size combination.
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You can also stop incidents immediately by removing all Dwellers from the room. Prevents incidents from spreading from room to room. Similar to the 3-4-1, but allows the Vault to avoid having a single room on every floor at a small cost in movement efficiency. It is also aesthetically pleasing with it’s symmetry, and guarantees that a Dweller is never further than three rooms from an elevator (Note: hyphens indicate elevator placement)Ī really efficient layout to use is having triple rooms on the outside and doubles on the inside. Below are a few different layouts for you to try keep your vault running smoothly. Starting your vault out on a good foot can make a huge difference in the long run! Since Bethesda gave us a ton of space to use for out vaults, it allows the player to get quite creative with their designs. UPDATE: Layouts changed to reflect our knowledge of game’s mechanics.
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