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Tiger: An embattled frontline outpost with more than the normal amount of defenses. Includes switches to shut off internal or external defenses, as it is not designed to power all of its turrets at once. Main gate defense resembles a maw, and has defenses on both sides of a small enclosure, creating an automatic pincer that the player can turn into a three-point defense using their own pawns, surrounding the enemy with fire from almost all sides. As it is designed for battle, it contains more medical beds, but is not built for comfort -- there is little if any recreation or thermal protection and only a token hydroponics spot. Workstations are also practically non-existent, but a mending station is at least provided.
Whale: a large vault with a huge amount of space in every room, that was designed to serve as a underground transport hub. Dispite its gargantuan size, it's fairly light on resources and equipment, presumably because it was intended to receive most of its supplies from the once-frequent transport, but it does come with a large amount of built-in storage and an extravagant recreation area and expansive living quarters.
(pack)Rat: (re-roll unless you like to suffer.) A small vault packed to the brim with junk and only a few usable objects relative to the extensive clutter. Its walls are irregular, making building in it a challenge but you can at least get a few extra resources from deconstructing the mess of objects. The usable workstations and objects are all in nonsensical locations with no sense of order or purpose. It's like someone just jammed them in there somewhere. Not all of the objects have to be functional where they are, such as having solar panels indoors or a battery left unroofed outdoors, or active turrets stashed in a back closet. It 's difficult to walk anywhere until you deconstruct some of the objects, and it's not uncommon to have workstations or shelves blocking doors.
Unfinished Vault: Although it has all the basic doo-dads, its rooms have an empty, gutted-out feeling and the floor is often rough or partially tiled. Some caves extend off from the main vault, suggesting that more expansion was planned. A storage room contains several movable objects that would normally go in different rooms, but hadn't been properly installed yet.
Otter: A medium vault with a stone channel splitting it down the middle full of water processing buildings and criss-crossed by "bridges," hinting that a once powerful river may have served as its entrance. Fairly open compared to most bases, with the main channel providing less defense than many other vault entrances.
Ant: A nest of tiny rooms and narrow maze-like passages that barely counts as a functional vault, but is at least tidy, with very little by way of junk machinery and well supplied with meals and metals. Designed with combat in mind, it has several different fall-back positions (full 3 spaces for melee block in each) and has alcoves along the narrow main entrance hall to provide cover. At the center, a single larger room helps make up for the lack of space in other rooms, but only by a small margin. Most rooms are seperated by a few tiles of winding passage, but a single central passage with doors along its length makes traversing it a bit easier for the player. It has an unusually low amount of big vault doors, one at the entrance and one for the larger central room at the back of the vault.
Magpie: a medium-small version of pack rat, with a hint that it was once a small hanger. Rooms are winding and have an odd shape, but are at least less irregular in shape than a pack rat vault.
Monkey: a medium-large pack rat style vault with rooms that are more standard, but still a little funny with rounded corners and unneeded extra support walls. It features a fairly large open-air "Garden," though this is also cluttered with junk at the outset. Junk is packed outside the gate as well, serving as a somewhat effective defensive measure, although it does risk providing enemies cover if not destroyed. Although larger and with many more objects, it still looks like it was deigned by a tribe of overly excited orangutans.
Raven: an "intelligence gathering" vault, has a wing dedicated for prisoner storage (with either 1x2 or 2x2 cells) and a wing for the wardens, has an internal security checkpoint and a larger than usual hydroponics bay to feed all the mouths
Crow: a smaller version of Raven only having room for a handful of prisoners
Termite: a vault that's equipped to in theory manufacture equipment for the other ones but years of neglect have left only a few benches operational and the material shortage won't let you make much anyway
Owl: a research focused vault
Mammoth: a vault with a lot thicker outer walls and multiple layers of doors to enter, otherwise unremarkable except for it's lower capacity and less spaceious interior
Octupus: a vault with a main central common area that has 8 corridors spreading out from it ending with rooms for specific purposes such as kitchen, barracks, storage, entry or manufacturing
some of the vault designs I cooked up, unfurnished except for lion but should be enough to build off of
Keep up the good work!
Snake; Long, civilian vault that is meant for up to 12 colonists with everything they could need to live inside for a LONG time with loads of entertainment. The entrance is sealed off with multiple hackable doors, rubbles, and even a layer of vault wall like they weren't meant to escape.
Dragon; Massive vault that is very square. with outer vault walls being heavily damaged, broken turrets all over, big frontal yard behind 2-3 layers of walls that are exposed to the outside area with plantable soil. The central vault area is sealed with the key focus being comfort, with no hydro whatsoever.
Colibri; A very small vault, acting as a checkpoint with loads of wrecked cars. Has maybe 1-2 bedrooms, a small workshop, a small kitchen, an armory, and a communication room plus a handful of smaller towers with AA guns within them (broken or not). Run purely off of solar.
Walrus; A medium-sized vault meant for researching in the ice cap. LOADS of double-door airlocks, heaters, and double-layered walls. But zero defensive. Has multiple research rooms with steel flooring and simple/advanced research benches. A single landing zone in the middle for supply ships. No armory. Only a single emergency shotgun/rifle is by the entrance for a security guard post.
Cow: A small-medium vault with multiple hydro/growing areas. One large kitchen and one large dinner area. Run purely on chemfuel as 3-4 generators + a biofuel refinery near the back along with a small weapon workshop. Acting as a forward resupply base for the Ancient Army. Loads of survival meal in the freezer, but locked behind 2-3 hackable doors
Chicken; A failed, small vault with 20-35% of the vault war being missing/replaced with damaged seal walls. Everything is broken, useless or missing zero useful building that can be uninstalled. But hidden behind a steel wall is a glowing hackable door. Behind the door is a sealed cryo sleep casket and 2 shelves full of Glitter med, power armor, gold, advance comp, etc.
[Unsure on this one]
Shark; Medium Size vault, with a port? Loads of cold storage and freezers with easy access from the outside. AA guns surround the vault (4-5, mixture of broken and active). It isn't completely covered in stone with part of the vault (like 40%) sticking out. A coast guard type of vault.
If ya interests in any of them. I can design them in game.