


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. Learn what pay to win means.The rooms are what your vault is made of, so plan them carefully.

The tent is not pay to win, it does not increase my damage, it do not make me more tanky, it does not give me more caps or atoms or gold or any other premium currency, it is a more convent item when you need to quickly dump all your garbage in your box or craft items from a tinkerers workbench. The tent helps a lot and even players without Fallout 1st can use it, albeit they can't fast travel to the tent without being in a party. I'm just as strong with the tent as without it. Having a tent doesn't make you a more powerful character. Originally posted by MustardJeep: Tents costs no caps to place. I don't think I have had anyone find it, let alone a nuke or mobs. I tend to load mine up from my stationary CAMP once a week with supplies before I do a new zone. The Utility Shelter is so small you can place it pretty much anywhere, so put it somewhere protected and weird or you are just not trying. You get the entrance destroyed it doesn't effect the interior so meh a couple sacks of concrete and your laughing. Everyone else is like once a day, maybe once or twice a week as they do their dailies?Įven if you get nuked/mobbed/griefed it's the CAMP and a single st to repair is about as low as it gets. Only end game raiders move their base enough to make caps an issue. Tents do not take up a camp slot if you have both slots used.

Tents cannot be destroyed by mobs or nukes. Tents have quick stash boxes and the new APC tent has a tinkerers workbench that makes it easy to set up without having to place new things every time you place your camp thing.
