Upgrades

Upgrades allow the Shelter to run more efficiently, provide more comfort for your allies, unlock new jobs, and basically make life in the post-apocalypse just a little bit better.

Overview
You can't build all the upgrades/unlock all the jobs immediately. It takes time, skill, and ally involvement to unlock some of them.

You may need certain tools in your possession to actually start certain upgrades. Check the Upgrade Items section of the Equipment page for more info. NOTE: You need to have the tools needed in the Shelter Storage, not in your Inventory or equipped on a character.

Within your project submenu of the job assignment screen, there's a list of upgrades that the selected character could start and others they can't because of lack of parts, requisites, or skill that are grayed out. Once you start a new project, it shows up as an active assignment on the job assignment board. You have to spend the parts/items to start the project and the project leader will be in charge of finishing that project. You can add more people to the job directly dragging them onto the project.

Different Allies will have different preferences when it comes to which upgrades they'd prefer to see: when the one they like is built, they'll gain a one-time Mood boost (and if they enter the Shelter to find it already built, they'll gain the boost immediately). Check their individual ally pages to see which they would prefer.

Upgrade List
Not all of the upgrades need to be built: some are already working (like the Generator) and just need resources to run, the various fences require fixing (or it's game over!), and others can actually break. Keep an eye on each - and the requests from your fellow survivors - to find out which is the best one to make.

Chicken Coop

 * "The Chicken coop is a secure environment in which to raise chickens and harvest their eggs. For every chicken brought back to the coop, one egg will be harvested every day, providing a small but constant source of food. If food becomes scarce, the chickens can be eaten, though egg production will cease if the coop is empty. "
 * Do not loot chickens before you have a coop as they will be killed for fresh food then.
 * There is a maximum amount of chickens you can hold in the coop (8), every excess chicken will be killed for food.
 * Provides +1 Food/day per chicken in the coop.
 * REQUIRES: Mechanical skill (4), Parts (20)

Fortifications

 * "This is an automatic upgrade that allows the player and his allies to use the rest of the school without worrying about the basic security of the building."
 * Allows the school to house allies and be upgraded.
 * REQUIRES: N/A
 * Automatically gained after first day of game.

Garage

 * "This upgrade converts a storage shed into a working garage. With the garage, mechanically-inclined types will be able to upgrade and fix cars, as well as create a specialty transport vehicle for emergency situations should the need to abandon the shelter arise."
 * Allows you to repair and upgrade the car.
 * REQUIRES: Mechanical skill (6), Pipe Wrench (1), Parts (36)

Generator

 * "As long as there is fuel, this emergency generator provides power to the shelter for a few hours a day. The luxury of being able to power electronics, appliances, and lights is a comfort to everyone in the shelter and makes the continual operation of the generator practically mandatory."
 * Generates power
 * Increases Morale +10/day
 * Uses 4 Fuel per day.
 * REQUIRES: Mechanical skill (4), Parts (10)
 * Automatically gained when starting game.
 * CAN BREAK

Greenhouse

 * "This upgrade to the rooftop garden encloses it in a glass structure that provides the perfect environment for plants. Gardening in the greenhouse yields more food per week than the standard garden."
 * +7 Morale per day. Provides 30 Food once a week.
 * Enables the "Farmer" Job for additional food per Farmer per day (maximum of 2 farmers for 14 bonus food per week; payout will be weekly with the normal food payout)
 * REQUIRES: Mechanical skill (6), Rooftop Garden, Welding Torch (1), Seed Packets (1), Parts (35)

Gym

 * "The school already had a gym, but with a few tweaks and some ingenuity, it can be used to train-up allies in the art of self-defense. Even after they've made some improvements, they can spend the day here to keep up their practice."
 * Gives characters who use it for 8 consecutive hours the Pumped buff.
 * REQUIRES: Mechanical skill (3), Dumbbell (1), Parts (27)

Infirmary

 * "The infirmary is built as close to hospital standards as possible to allow injured allies to recuperate properly. It also allows for the medically-inclined to patch up the wounded and treat serious status injuries. (Requires electricity to run)"
 * Can treat the wounded and sick, especially those with Persistent Status Effects.
 * Enables jobs “Doctor, Nurse, and Healing”.
 * REQUIRES: Medical skill (5), Mechanical Skill (2), Parts (31)

Mobile Radio

 * "This upgrade creates both a powerful antenna and a rechargeable mobile receiver to allow for orders to be relayed back to the shelter from out in the field."
 * The radio can be found under the "shelter" tap in the upper right corner
 * Allows the player to radio back to the shelter and reassign work assignments.
 * REQUIRES: Science skill (6), Parts (40)

Mushroom Patch

 * "Harvesting mushrooms is dangerous for those without a keen understanding of mycology, but since certain mushrooms can be harvested relatively easily and provide a lot of food, those with the skill to build the mushroom patch can benefit without risk. This upgrade builds a mushroom patch in the basement which will continually produce edible mushrooms once a week."
 * Enables the "Farmer" Job for additional food per Farmer per day (maximum of 2 farmers for 14 bonus food per week; payout will be weekly with the normal food payout)
 * 20 food per week (30 food per week if the player has the "Expert Gardener" Perk), 2 Morale per day
 * REQUIRES: Survival skill (8), Parts (18)

Rec Room

 * "This modification turns another of the school’s drab rooms into a lounge, giving the shelter’s residents another way to take their mind off their predicament. As long as the power’s on, allies can watch movies, play games, hang out, and read in a relaxing environment that is sound-proofed to keep out the constant reminder that the undead are all around them."
 * +10 Morale per day.
 * Enables the "Relax" Job for additional +1 mood for up to 4 persons
 * REQUIRES: Mechanical skill (5), DVD Player (1), DVDs (1), Parts (36)

Recycler

 * "This upgrade allows you to feed in unused equipment and weapons to create parts."
 * Allows the player to swap out unused items for parts.
 * REQUIRES: Science skill (6), Toolbox (1), Parts (36)

Refrigerator

 * "While the school had a huge fridge in the cafeteria, it seemed to be malfunctioning. Once fixed (and as long as there is power), the refrigerator will prevent certain kinds of food from spoiling and therefore extend the quantity that can be yielded from them before spoilage."
 * Preserves certain foods, extending the duration until they expire
 * Mechanical skill (3), Parts (5)
 * CAN BREAK

Reinforced Fence

 * "Fence Strength extended to 200 HP. This upgrade uses concrete and scrap metal to further reinforce the shelter's fence. It’s extremely durable and should slow down even the largest mobs of undead or humans. The inhabitants of the shelter should feel a lot better with this in place."
 * Fence Strength extended to 200 HP. +5 Morale per day. Keeps zombies out. If a fence is not repaired in 3 Days, the Shelter is overrun with zombies and it is game over.
 * The fence will be attacked by zombies and looters regulary. Depending on your Guards on duty - a job gained through the watchtower- these attacks will inflict damage on the Fence. Every fence upgrade sets the durability back to 100% once it finishes!
 * REQUIRES: Mechanical skill (6), Bag of Cement (1), Wood Fence, Parts (72)
 * CAN BREAK

Rooftop Garden

 * "The rooftop garden provides a safe and productive environment to grow vegetables and herbs for the shelter. Once a week, the garden will be harvested automatically, giving a small but continual bonus to food stores."
 * Produces 20 food per week, increases morale 5 per day.
 * Enables the "Farmer" Job for additional food per Farmer per day (maximum of 2 farmers for 14 bonus food per week; payout will be weekly with the normal food payout)
 * Some allies will have their mood increased when tending the garden.
 * REQUIRES: Survival skill (5), Well, Seed Packets (1), Parts (13)

Science Lab

 * "The science lab modifies one of the classrooms in the school into a laboratory/research facility for the creation and modification of various items. With this feature, the shelter's more scientifically-inclined members will have the space and tools to study and possibly develop new defenses and ways of coping with the virus. (Requires electricity to run)"
 * Enables the creation of Antibiotics, Thrown Items, and Ammunition with the jobs.
 * REQUIRES: Science skill (5), Mechanical Skill (3), Microscope (1), Parts (36)

Shooting Range

 * "The shooting range allows allies to be trained in the proper use of a firearm. Even after they've learned the basica, additional practice can help keep their skills sharp."
 * Gives the Aimed buff to an ally after 8 hours of consecutive usage.
 * REQUIRES: Mechanical skill (3), .38 Snubnose (1), .38 Ammo (40), Parts (31)

Toilets

 * "No one can fully appreciate the luxury of modern waste disposal until it breaks. Working toilets do more for the sanity and sanitation of the shelter than anyone would have thought. It is worth it to keep these running at any cost."
 * +5 Morale when working. -5 when broken.
 * Mechanical skill (3), Parts (15)
 * Automatically gained when starting game.
 * CAN BREAK

Watchtower

 * "This watchtower will allow the shelter to spot the dead or living before they start attacking the fence. Dedicated allies can prevent damage to the fence by being posted to guard duty. Just having a watchtower makes people feel safer."
 * Enables the job “Guard Duty” for up to 4 persons, reducing damage to the fence in attacks and giving bonus morale for each guard.
 * Increases morale +5/day.
 * REQUIRES: Mechanical skill (3), Claw Hammer (1), Parts (22)

Well

 * "Utilizing a plugged well on the property, this upgrade restores the functionality of the well and rigs it up to deliver fresh water as needed to the inhabitants of the shelter. The cold, pure water not only provides the most important subtance for physical health, but puts a lot of minds at ease too."
 * Improves Morale +5/day, provides +1 Food/day.
 * REQUIRES: Mechanical skill (5), Crowbar (1), Parts (30)

Wire Fence

 * "Fence Strength = 100 HP. This fence is made of aluminum wire. Due to the constant presence of undead, the stress of their weight will cause it to buckle sooner than other types of fences. While it is weak, it will keep them out for enough time to erect a stronger fence."
 * Durability = 100 HP. Keeps zombies out. If a fence is not repaired in 3 days, the Shelter is overrun with zombies and it is game over.
 * The fence will be attacked by zombies and looters regulary. Depending on your Guards on duty - a job gained through the watchtower- these attacks will inflict damage on the Fence. Every fence upgrade sets the durability back to 100% once it finishes!
 * REQUIRES: N/A
 * Automatically gained when starting game.
 * CAN BREAK

Wood Fence

 * "Fence Strength extended to 150 HP. This modification reinforces the wire fence. Wooden beams are used to brace the fence and add an additional layer of protection against outside threats getting into the shelter."
 * Increases the amount of damage the fence can withstand to 150HP (+50)
 * The fence will be attacked by zombies and looters regulary. Depending on your Guards on duty - a job gained through the watchtower- these attacks will inflict damage on the Fence. Every fence upgrade sets the durability back to 100% once it finishes!
 * REQUIRES: Mechanical skill (4), Wire Fence, Claw Hammer, Parts (45)
 * CAN BREAK

Workshop

 * "This workshop is filled with everything the shelter could need to construct or machine any number of objects. As a former art room, the workshop contains a kiln that can be used to manufacture ceramics and heat metal."
 * Allows the construction/upgrade of weapons, armor, and thrown items by assinging the machinist job.
 * REQUIRES: Mechanical skill (5), Toolbox (1), Parts (25)

Mobile Radio bug
The following bug has been tested and can spoil the game-play.

Using the Mobile Radio to start upgrades and mechanical jobs does not subtract any parts. For this to work properly the following requirements must be met:


 * You need to have build the Mobile Radio upgrade(obviously).
 * You need to be at any other location than the shelter.
 * You need to use the Mobile Radio to start a new upgrade or job in the Mechanics tree.
 * You need to meet the requirements including having the amount of parts that are needed.

If these conditions are met you can initiate the job without a deduction of parts.

>This does not work for the chemists jobs as the parts get deducted!

>Any other items, such as fuel, does get deducted!

Consequences for game-play.
Due to this bug parts are less important for upgrades and making armor and ammo. You do need them to meet the requirements however.

In a first play-through I was not aware of the bug in regards towards the upgrades as I already finished them before getting the workshop. Based on that I can say that there are ample parts for upgrades. In fact the bottleneck isn't the parts but the time it cost to make the upgrades, the other requirements such as specific items, other upgrades and the required skill-set. Usually you have gathered enough parts by the time the next job can be started and some you won't even be able the start because of the lack of the required skills as your allies have to gain them.

The most impact is on the creation of arrows, bolts and some armor as they only require time and parts.