The people that live in the player’s Vault are known as Vault dwellers, and because of this, they are a very important resource. They are the ones who do the labor necessary to provide the electricity, water, and food that is necessary for the Vault to continue existing. In addition to this, they are sent into the wasteland to search for supplies. One of the overseer’s key priorities should be making sure that everyone is content and that no harm comes to them. How To Get More Dwellers In Fallout Shelter?
Vault dweller statistics
Every inhabitant has their own unique collection of SPECIAL data, which may be used to help them find the appropriate job posting for them. To assist in reaching maximum productivity in the production rooms, each of these has to be taken into consideration. For instance, if a person with a Perception score of 1 is assigned to work in the water treatment room rather than a person with a Perception score of 6, the level of output will be very low and inadequate.
In addition, achieving goals is made easier by settling the appropriate inhabitants in the appropriate locations. It is always possible to adjust a Vault dweller’s SPECIAL stats by donning an outfit that affects SPECIAL. This may be done in order to obtain the desired impact.
The level of a dweller has an effect on their health that is proportional to their Endurance while they are leveling up.
Acquiring and losing Vault dwellers
The player starts with 12 Vault dwellers, all of whom are at Level 1 when the game begins.
New Vault dwellers may be obtained by players in the following ways:
- As will become clear in the next paragraphs, mating between an adult male and an adult female inhabitant in the living rooms. Related Inhabitants in vaults are unable to reproduce (with the below exceptions).
- The routine that a pair will go through is as follows: meeting, talking, dancing, and mating. It’s possible that a couple has forgotten a step if they’ve been in the same room together for a time but have been distracted by other people chatting or dancing.
- The same size considerations apply to living rooms as they do to other types of rooms: a single room can accommodate up to two people, a double room up to four, and a triple room up to six. It’s possible that if you put more than one pair in a room of an appropriate size, they’ll end up switching partners as they try to figure out who would make the most compatible partner for them.
- The gender of the kid will, in most cases, serve as the basis for the selection of their surname. If the kid is a male, that child will take their mother’s last name, and if the child is a girl, that child will take their father’s last name. You may modify the name of the kid in the same way that you change the name of any other resident; just click on the name at the top of your Statistics and make the necessary changes there.
- Dwellers who share a parent are unable to reproduce, and they also cannot reproduce with their own parents or grandparents. When people gather in the living rooms, a message that reads “Hanging out with the family” will appear on their screens.
- It’s possible for aunts and nephews to get together, as well as uncles, cousins, and nieces.
- It is possible for a pair of max-level (50) dwellers with max-level stats (10) to create legendary offspring, with the player beginning the process with 40 SPECIAL points.
- Using the radio broadcasts that are coming from the radio studio to entice a wanderer.
- Taking a lunchbox into the Vault and pulling out a rare or legendary resident of that location.
- Those who dwell there and go out into the wastes may find new destinations. Dwellers will sometimes come across survivors while exploring this newly found area, and when they do, they will welcome those survivors to join them in the Vault. When collecting the dweller who discovered them, this survivor will make a beeline for the entrance to the Vault. These survivors are rare residents, and as a result, their stats will be raised. In addition to that, they could come equipped with unique weaponry and/or clothing.
- Certain tasks may feature a recruitable, perhaps legendary, inhabitant.
If the player’s Vault has reached its maximum capacity of 200 inhabitants, pregnant women in the Vault will not give birth, and newcomers will not be allowed to join the Vault. This is because the Vault does not have enough living rooms to accommodate further inhabitants.
Even though they have been sent to scour the wastes, dwellers in the Vault are still counted against the facility’s maximum population.
Death and eviction are two ways for players to bring the number of inhabitants down. Outside of the Vault, players may lose their lives if they run out of stimpaks while exploring or if they are killed while on a mission. Death can also occur within the Vault itself, during occurrences.
- Dwellers who pass away while within the Vault have the option of having their remains removed or being revived, depending on whether or not the game is being played in survival mode. The happiness of any nearby live inhabitants will decrease if a dead corpse is left within the Vault after it has been discovered.
Dwellers who pass away while venturing outside their homes have the option of having their remains removed or being brought back to life (unless the game is being played in survival mode). In the event that they are removed, whatever resources they may have amassed on their journeys are gone; however, if they had a pet, the pet will return even if the player is not there to care for it.
Moving Vault dwellers
When a dweller is brought into a room, they will begin whatever activity is suitable for that area. For example, if a dweller is dragged into a power plant, the power-producing abilities of the plant will be activated. A dweller will immediately begin training in that SPECIAL skill if they are carried into a training room.
If a dweller were to be hauled into a room that was already occupied, they would take the place of the individual who had the lowest (or most random, if there were several) appropriate SPECIAL statistic. For example, if a dweller on coffee break is pulled into a two-room power plant that already contains four other dwellers, the dweller with the lowest Strength score (including outfit boost) will depart and go on a coffee break. The other four dwellers will remain in the power plant.
If two inhabitants of a power plant have the same amount of strength but one of them has a greater agility, then the replacement for the one with the higher agility will be picked at random since their agility does not matter for that room.
A dweller that has been pulled into the crafting or production area will acquire levels as they create the required resource. They will acquire this at a rate that is proportional to the size of the room, the number of other inhabitants in the room with them, the level of those other dwellers, and the number of times they have successfully rushed the room.
Children, on the other hand, cannot be relocated to a specific chamber; instead, they are free to roam the Vault at leisure and engage in conversation with its other inhabitants. After three hours have passed after the birth of a Vault inhabitant, that individual will mature into an adult and become available for assignment.
If a dweller is brought into a room where an occurrence is taking place while it is happening, after the incident is done, the dweller will immediately rush back to their former position or role. This may be helpful for deploying two fully armed Vault residents at the entrance to the Vault to confront intruders, knowing that they will return to their day occupations after the thrill of the situation has passed.
Relocating residents for any other purpose in the midst of an event will have the same outcome. If you try to prevent mating from happening, for instance, by separating a dancing pair while there’s a fire going on, you won’t be successful since the dancing couple will resume the mating process as soon as the fire is out.
Improving Vault dwellers
Level 1 is the starting point for all common dwellers, whether they come to the Vault on their own or are born there. Those individuals who are born to parents who have high S.P.E.C.I.A.L. statistics and levels have a probability that their own S.P.E.C.I.A.L. statistics will be higher than 1.
- Inhabitants of the Common Vault begin with 12–13 SPECIAL points, which are randomly allocated.
- Rare Vault inhabitant’s starting SPECIAL point totals are 28 and are randomly dispersed.
- Legendary Vault dwellers begin their lives with 40 SPECIAL points (only parents with the maximum level and maximum SPECIAL may create legendary offspring).
Those who choose to make a training room their home will contribute to the growth of the relevant SPECIAL statistic associated with that room. For example, a player who spends time in an armory will level up their Perception ability. When they have earned a point, a little symbol will appear over their head.
This icon must be removed before moving on to the next level of training. During the time that they are working out, the amount of time that remains before the next point gain will be shown under their feet. In order to view how much time is left for each training dweller, one had to zoom all the way in.
Dwellers that are currently undergoing training are only able to enhance each SPECIAL statistic to a maximum of 10. If a dweller has achieved a score of 10 in a particular statistic (for example, a dweller in the armory who has gotten a score of 10 in Perception), then “Max Level Reached” will appear beneath their feet rather than the amount of time remaining before the next upgrade.
Main article: Happiness
When it comes to maintaining the Vault’s optimal level of performance, happiness is an essential component. Keeping the people that live in the Vault happy may be accomplished in a few different ways:
- Maintain their good health. Their disposition will worsen if they are deprived of food, drink, or electricity.
- Place them in the appropriate position. In the same way that it is in real life, individuals despise performing things that they just are not suited for.
- Let them spend some time with people of the opposing gender. It will bring a smile to their face and put a spring in their step.
- A tiny bit of RadAway and/or stimpaks are never going to damage anybody, even if they are unwell.
- There are times when kids just get bored. They need to go through some training, so send them to the appropriate rooms.
- If they are able to successfully hurry the manufacturing room that they are in, their level of happiness will increase by 10%.
- “Best. Job. EVER.”
- What a fantastic day it has been!
- “In a little while, I want to sketch a picture. Any requests?”
- “With me working here, I promise the highest possible level of productivity!”
What is the fastest way to get dwellers in Fallout Shelter?
The fastest and easiest way to do get more dwellers in Fallout Shelter is through the natural method – conception. Female dwellers can get pregnant if you pair them up with a male dweller in the living quarters. The higher their charisma, the faster it’ll take them to get straight to the action and get pregnant.
Typically you will get someone every 6 to 12 hours guaranteed. If you are trying to max out your dweller capacity you can always do the time method. In case you are unaware of the time method I will explain, if you manipulate the time on your computer can 1) collect resources faster and 2) collect new dweller faster.