Why doesn't my Vault happiness raise to 100%?

Post » Sat Feb 13, 2016 9:08 am

All my dwellers are 100% happy, that is for sure, except those ones who are in Wasteland (they've got 90-96%). Is it about them, or is it one of the bugs?
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Bethany Short
 
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Post » Sat Feb 13, 2016 8:13 am

Do you have kids?


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stephanie eastwood
 
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Post » Sat Feb 13, 2016 7:23 am



No, there's no kids except two forever pregnant females (one more glitch).
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Rob
 
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Post » Sat Feb 13, 2016 11:49 am

lol, if you had kids, you'd know that you can NEVER make them happy all the time! lol

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Janette Segura
 
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Post » Sat Feb 13, 2016 2:59 pm



I don't know if you've noticed, but it is a Fallout Shelter forum, not real-life forum.
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Chris Jones
 
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Post » Sat Feb 13, 2016 2:23 pm

Well, my vault, which will cross 90+ residents soon, just reached 100% happiness.


This will probably change when the next babies are born.



The best way to reach this, if you don't want to expand too fast, is via luck and rushing.


The more luck, the less likely is rushing going to fail.


I can confirm that each successful rush raises happiness inside that room by 10%.



If a room has been rushed too often and you have a high probability to fail, there is a good method to circumvent it.


Just put your unhappy residents into a different room of the same stat that hasn't been rushed lately and rush that one.


Rotating your workforce helps a lot.



Screenshot, 100% happiness:


oi62 . tinypic . com / rvhiev . jpg
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MARLON JOHNSON
 
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Post » Sat Feb 13, 2016 1:29 pm

i am currently experiencing this problem too.

my vault is stuck at 99%

the other day, i sat for hours, room rushing people as carefully as possible with my lucky formal suit, raging at all the 10% failures...

i finally managed to get everoyne to 100% and it still said 99%

only scribe rothchild was out and he had 99%, i assumed it was counting him (in my second vault, i can confirm it does not count children and explorers)

it took 7 and a half hours for him to return, at some point my vault suddenly turned 100%

scribe rothchild returned and it dropped to 99% but i rushed him and got it back up to 100% yay! i wanted to see what it gives for the daily grade.

a fire broke out in my empty radio room, i sent someone in to fight it, big mistake! the radio room "increased" our global happiness as soon as the firefighters entered, but it was already 100%. as soon as the guys left the radio room and ran back to their original positions, my global happiness dropped 5%!

all 85 residents now had to be rushed all over again to get that last 5% back...

after 3 hours and more computer cheating...failed on a 6%, then i failed again on 14 then again on 24...wtf

i finally managed to get everyone back to 100%


and the rating says...99%



i have no children, all my explorers are at 100%

i sorted the list by happiness rating.

its 100's all the way down to the bottom

and yet my rating is 99%

i don't get it


on my second vault, i was only 15 people, plus 3 explorers i sent out. i had an orgy and bred everyone with everyone else and maxed their happiness, and my vault became 100% until the babies were born. the vault was still 100% while the 50% children walked around, but as soon as they grew up, the game started to count them, and i dropped to 89%. now with 29 residents(i pulled some blue dwellers from the free lunchboxes), i had to figure out how to max everyone again.

more hours, more room rush rigged rolls, more rage, (no lucky formal suit this time...as its a new vault), i finally decided to have another orgy. some people were maxed, so they didnt need to do it, but i got 11 more women pregnant and EVERYONE was at 100%

and my rating was...99%


i'm currently at 40 dwellers, waiting for the kids to grow up. whereas , my rank will drop again



TL:DR

i was at 100% 2 days ago, but now my rank always sticks at 99%. children dont count, explorers don't count. my first vault has no kids and all 12 explorers are 100%
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Jonathan Egan
 
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Post » Sat Feb 13, 2016 8:29 pm

also, thought i should note. room rushing does increase happiness in the room by 10% but not immediately. it starts a kind of "positive vibe" in the room which causes people to gain up to 10% over time. anyone who leaves the room, ceases to gain the effect, but anyone who enters the room will gain it.

also, the game averages out the luck values of everyone in the room to determine success. but if you move everyone out eccept the high luck guy, you get better odds, and hpthen when they succeed, you can move everyone back into the room and they all get the boost.

so like, if you have a max luck guy, and formal wear, you actually get a free room rush at 0% failure and can have lowe happiness people follow them around as they go from room to room taking the guaranteed rush, leaving absolute positivity in their wake.
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Sian Ennis
 
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Post » Sat Feb 13, 2016 7:51 pm

Maybe it's indeed the radio station... Although I'm not sure how and when it increases happiness.


You could try to remove people from the station,

get everyone to 100% again and then putting people back to the radio station and see if that helps.


I put several dwellers elsewhere to train them and got that 99% ditch for the other residents, as well.

So that may in fact have to do with it. Some hidden fractions might be in play here.
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Nikki Morse
 
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Post » Sat Feb 13, 2016 8:00 pm

The problem is rushing the room is if you fail, they go down in happiness
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Haley Merkley
 
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Post » Sat Feb 13, 2016 8:31 pm

That's part of the game. Sort of gambling, but at least you now how your chances are.


And you can control it a bit by choosing rooms that haven't been rushed for some time or by getting the amount of total luck points the residents in the room posess high enough.


Also, even if the rushing fails, everyone in the room will receive experience.
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SexyPimpAss
 
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Post » Sat Feb 13, 2016 8:33 pm

Yeah that's true! Seems like I built them up to 90-95%. And they fail, I have to start over again. It's nice when failing is tied into objectives tho!
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no_excuse
 
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Post » Sat Feb 13, 2016 4:11 pm



apparently, it WAS the radio station. the happiness boost is immediate, the instant you put someone in the radio room, it boosts the global happiness, if you remove them from the station, it drops the global happiness. if your vault was already 100%, purptting someone in the radio room seems to do nothing, but if you take the people back out, it drops the happiness below 100 and causes problems.

i think you may be right about the hidden fractions. the game may have been displaying 100% on everyone but somebody might have been 99.9% because of how many times i moved people in and out of the radio room.

my 4 radoiogirls finally finished maxing their charisma and i moved them all back into the radio room and i'm now at 100% again. I guess they will stay there for the rest of their natural lives(which i guess is eternity or until i delete this app), they will never breed, never experience the joy of childbirth, or having that child assigned to work in the depths of my nuclear reactor for eternity...
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Kevin S
 
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Post » Sat Feb 13, 2016 3:54 pm

You could always just take one out and put them in the barracks and replace with another. It instantly goes back to 100%




Although it is a shame, In the radio room they never level.

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Adam Kriner
 
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Post » Sat Feb 13, 2016 9:33 am


Kids come into the vault at 50% and I've never seen the number increase. So, it is true; you can't make kids happy. ;)

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Brian LeHury
 
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Post » Sat Feb 13, 2016 8:17 pm

The same problem here. Every single one of my dwellers is 100% happy. No kids in the vault, no dwellers exploring in the wasteland. Overall status is still 99%. Tried the “trick” with Radio room, doesn't help. Can't beat my friends in Game Center because of this sad bug.

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Jamie Moysey
 
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Post » Sat Feb 13, 2016 3:17 pm

Same. 130 dwellers. All 100 %, even the explorers. No radio room. Still at 99%.
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Matthew Barrows
 
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Post » Sat Feb 13, 2016 8:56 pm

MY, MY....MY, MY, MY, MY, MY, MY, MY..... You take yourself quite seriously, don't ya now.....A-Hole.

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Laura Hicks
 
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