![]() You probably won't be doing much if any crafting early on, but it's probably the best thing late game. Weapon and outfit workshops are very useful, especially late game, as they let you craft tonnes of the best legendary gear. For stimpack and RadAway storage width doesn't matter as it's always 10 more per cell, regardless of how they're connected.Īs for useless rooms, there are a couple, but it depends entirely on your vault. The only rooms that aren't are the medbays and science labs, which are most efficient (production wise) as 2-wide. Resource rooms, storage rooms, training rooms, living quarters, all of them. Once the Nuka-Cola bottler is unlocked, gardens are rendered obsolete.Most rooms are more efficient 3-wide. ![]() As a downside, the garden is significantly more expensive to build and upgrade than the diner. The garden is overall the more efficient of the two, with a better ratio of production time to production quantity than the diner. Upgrade costs will be 25% cheaper for a double room and about 34% cheaper when upgrading a triple room vs upgrading 3 single rooms.Ĭompared to the diner, the basic food production room, the garden generates more food with slightly longer production time. The rooms will gain a +2 production bonus for each connected room. The garden, like other rooms, gains a production and upgrade cost bonus from being connected to another room of the same type and level. To increase the speed at which Food is generated, place dwellers with better Agility in this room. Like most other buildings the garden can be combined into a 3 wide building, increasing production and allowing more workers. The garden is the Tier II version of food generation, it produces a moderately larger amount of food, however, it is significantly more expensive.
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