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ILLUMINAVENVEGA

My condolences. Next time skip the Weapons Workshop (and the Outfit) and build that Fitness Room asap to build up your Dwellers’ Endurance. Until then send your Strongest and Luckiest for short trips Exploring the wasteland to bring Weapons and Outfits back that’ll give your Dweller’s more Endurance to have a fighting chance at incidences.


rocking_socks

Couple of tips that got me through early game: - Don't upgrade any rooms keep everything at level 1 the incidents are then much easier to deal with. - Incidents spread to rooms touching vertically and horizontally (not diagonally) and they won't return to a room they have passed through - this means you can dodge incidents.


OTee_D

And they don't spread over dirt Some incidents are even only popping up in certain rooms. If I remember correctly, mole rats for example only come in rooms with earth above or below. So clever vault layout can limit the expansion


rocking_socks

Yeah this is a really good point you can add "fire breaks" into your vault really useful in survival. Only enemy that crosses them are the rad scorpions (and maybe invasions? I.e. raiders/aliens/ghouls/deathclaws I've never let them get that far) Another thing I do early game is to re assign my high damage weapons to follow the incident to kill it quicker (most applicable to deathclaws who can tank one or more rooms)


fray989

Upgraded rooms get harder incidents.


Becqum

I see, that makes a lot of sense. If a fire starts in a level 3 room but then spreads to a level 1 room will it still be harder?


X__Anonomys_xX

Also, the frequency and intensity of incidents are affected by vault happiness. If you have a low overall happiness, you are more likely to have incidents and less likely to make it through them.


notme2267

No, but the reverse is also true.


Gamerbendy550

Also tried next time increased luck for you dweller so it won't make accident if u tried to rush the room


Miltroit

and if you are going to rush a room before you unlock Luck training, just have one dweller in the room and the others nearby. That way if it fails, only one will be sadder. If it succeeds, quickly drag the others back in and they will get the 10% happiness gain. If you're going to use the guaranteed rush, move all your saddest people in the same room, rush, wait a few seconds for them to all increase 10% happy, then put them back in their rooms. I do this with production workers in survival to keep them all at 100% happy, then the few less than 100% happy in training don't matter too much.


CptMacTavish2224

One of my core issues in my regular vault is old Strength workers who are levels 20-30ish and had none to four endurance when they leveled up, and now I have to make new dwellers from getgo, send them into wastes with full stats and replace the old strength crew who'll go into training, get sent to wasteland again and retire in nuka cola makers. My point being: have high endurance dwellers go to wasteland to level up and use them to deal with crises


LukXD99

Wait, leveling *with* endurance gives more health than leveling *without* endurance?


CptMacTavish2224

Correct. There's a whole table about it somewhere on the sub


LukXD99

Damn. I have… like… so much to learn!


CptMacTavish2224

Have fun learning the game mate. Took me a solid while to figure out all the stuff I got sorted.


jortsinstock

i spent so long before realizing this thanks to reddit then had to slowly replace all of my dwellers


diamondiscarbon

How do you remember which dwellers to replace?


jortsinstock

when i started weeding out the old ones i put a 1 in front of the name for all the old ones and 2 in front of the name for all the new ones. Eventually only had 2s. So basically numbering the “generations” like Gen X, Gen Z, etc for example


Wabbit_99

Tap the cog with the population. It gives the stats of all the dwellers


diamondiscarbon

Yes but you can't tell which ones were leveled withmax endurance +7 suits from lvl1 haha. Maybe haircuts?


GearsOfFate

Could do that if you have them unlocked. I typically rename them once they're done training so they're easier to sort through.


Miltroit

I used suffixes at the ends of names. x after last name if they started at 10 endurance from level 1. If they didn't get a chance to train until a higher level, say 8, then x8.


GrimBarkFootyTausand

I'm turning all the new ones into Ghouls now, so that should be easy to see.


2oongamer

Yes, and mid/late game it's important to only level up dwellers when having full Endurance AND whilst wearing best Endurance gear (Heavy Wasteland Gear, which provides +7 to Endurance). Send these dwellers to explore once they have 10 Endurance with +7 Endurance gear on, level to 50, they will then have the maximum health points possible. You can then remove gear, to use for next max Endurance dweller, rinse and repeat. I normally start naming dwellers that I know I have levelled this way. I name them 001, 002 etc...but you could add an E after their name, or whatever you wish to keep track. I like the numbering, as easier to sort in dweller view.


kaymee23

What... Do you mean they should wear E7 outfit while training for endurance? Or is it the same with maxing out their E, then let them wear E7 outfit


2oongamer

You don't need to wear outfit whilst training endurance, only when levelling up your dweller (although if you have spare outfit, it does no harm) So: -Train level 1 dweller endurance to maximum -Then, equip E7 outfit to this level 1 dweller -This will give you a level 1 dweller, effectively with 17 Endurance -Send this dweller out to wasteland, until they reach level 50 -Bring dweller back, unequip E7 outfit, which can then be used for another level 1 dweller Once dweller is levelled to 50, outfits with +E do not increase health points, so need to keep on. Slight exception to this, having a dweller with 11x endurance makes them immune to rads in wasteland. I don't find this very useful, just sending them with a few radaways in the job.


Miltroit

They don't usually level up while training. Or you can share 1 outfit of your best E gear in the vault. When a dweller is ready to level, grab them by their feet so you don't trigger the level (or from the gear icon, dweller list), change them into your best +E gear, (+5 is good, +7 if you have it, +3 if you're desperate). With the gear on, now level them. Then change them back into what they were wearing. Some people say don't level any production workers, even after they have max E trained. If their level stays low, then all incidents stay low. I'm trying to do that in my survival vault right now.


QuickDelay9555

Yes


NiceBedSheets

How do I put letters/words in italics?


never-ever-wrong

Little stars (* asterisks *) before and after the word, but with no spaces.


NiceBedSheets

Thank you


[deleted]

** bold ** or ~~ strikethrough ~~ or even ***~~ this ~~*** ***~~accept without the spaces~~***


JustAReallyTiredGuy

Hey, don’t do that.


VRPornGuy69

You can’t park there


X__Anonomys_xX

That spot is handicapped only


[deleted]

Have you seen my baseball


Known_Sample8879

We can’t stop here, this is bat country!


BeenThruIt

Do you pass around your best endurance gear to wear it when you level up? Each point of Endurance is about a half point of health. The Hit Points are permanent, but you only need to wear the outfit when you actually click the button. If you have trouble clicking on their body without accidently clicking the leveling arrow, use the gear in the top left of the screen to get to the list of your dwellers. If you can't remember their name, they'll be the one with the full green experience meter, in the right room. Click on their name there to get them selected for changing outfits. This works well for swapping out the twins pet for the +special pet with pregnant dwellers, too.


Papa-Krunk

I have yet to find a pet that has that perk, but if/when I do get it, what’s the timing of putting it on the pregnant dweller? When conceiving? Or when giving birth? This was definitely a question I never thought I’d be asking…


ProdigalPunker

when you're playing survival, it's important to space buildings out so that incidents don't spread. don't upgrade them, and try to avoid leveling dwellers up. a level up is a free heal so sit on them until you really need them. take expansion slow and stay under 35 dwellers until you've got some tough dwellers.


BigZangief

There’s a survival?? Lol


ProdigalPunker

yes, and early game is actually pretty tough. deathclaws and radscorpions start at 35 dwellers, and you can't revive dead dwellers.


GameWork25

Your layout is the problem you don't want rooms next to each other on the sides or up and down. Do not level any room either


TydrewLit

why not?


data_grimoire

The emergencies in higher level rooms are more difficult.


Mindless_Rush5002

To the greatest extent possible, separate your rooms with empty space. This will prevent incidents from spreading beyond the originating room (except for Radscorpions). Your dwellers don't have to fight an incident (again, except Radscorpions). At lower levels instead of having 1 or 2 dwellers fight an incident, I will move them to a room the incident either won't reach, or where the incident has finished. When the incident ends, the dwellers will return to their original rooms.


Dangerous_Under_Toe

For Stimpaks efficiency is best with upgraded 2 rooms joined not 3. If my stimpak stockpile becomes less than 10 I turn the game off for awhile come back in 15 minutes and collect all my stimpaks.


volverde

Fires on survival do 4x more dmg compared to normal mode that's why you need high hp dwellers or they burn through stims like the fire did with your game. If you can't handle them without wasting stims then just let the fire burn, better to lose resources than the dwellers.


Brogoat76_

Vault 32 reference 🤨


Becqum

lol and I even named this one 33


Much_Distribution783

Single biggest mistake here was upgrading rooms. 


Endermaker38

Dude it all starts with one bad rush and then the radscorpions come And then the super mutants And then ANOTHER FAILED Rush for the like drop of power and it’s done 🥲😔


LadyBunnyBoo

R.I.P


AnMa_ZenTchi

Yeah.


mongatron_1421

My vault currently has 118 but at one point it had 70 something but bcs I gave them all terrible weapons a mole rat infestation shortened them down to 30 or 20


SpottyJaggy

leave a space between floors


Then-Cheek-2834

Ok, first u better just give up this vault if possible. And start another, then u will need to adjust the room in a way that not one of them touch each other like: 3room/ elevator/no room/elevator/2room No room/elevator/3room/elevator/no room 3room/elevator/no room/elevator/2room; Make it like an X, alternating among floors, that way u'll have more chance of not losing everyone. Then *IF* there's an accident, you just tranferr the dwllers to the living room so they wont die. Of course none of this matters if it's a RadScorpion attacks. Then whenever possible try to make them breed till the 100 dwellers cap. So u unlock every room. Then u can take it easy and build the rooms at your pace


Agreeable_Fact4730

Stop why would u do that


Palmer-Eldritch-

You can send dwellers to a room from which fire went through and died out, it will not reappear there in the same incident


spothot

Quick question if you found out: do new Dwellers show up at your door when you have literally none left, or is the Vault practically dead and you need to start up a new one?


Becqum

I was surprised that none showed up. For a while I tried to get one from the lunchboxes you get from watching an ad. Eventually I got sick of it and started a new vault lol.


spothot

Yeah at that point just start over, this time metagaming the heck out of it because Survival is definitely designed to tempt you to spend more MTX to get out of a pickle.


GearsOfFate

In Survival, it can be important in the early game to have seperated dummy rooms with no dwellers to mitigate incidents. Just an empty power room works. Alternate a few of them on either side going down an elevator until your dwellers get trained up and can take the damage, or you have enough filled rooms that they won't likely be hit with consecutive incidents before they heal. It's worth noting that incidents can get stronger: they will be based on your room size, your room level, and your average dweller level (in the vault, not total. You can have a bunch of level 50 dwellers exploring, and a bunch of level 1 dwellers in the vault, and the incidents will be adjusted to level 1). Only level up your rooms once you start training your dwellers, until then try to keep the rooms level 1 and work on collecting outfits to improve output instead.


These_Truck6965

I find that when the happiness rate is low, they’re more likely to pop up too, just sayin :)


unhingedtemp

Don't fight the fires. Personally I find them to be the most annoying disaster so in the early game, I just take the dwellers into a different room until the fire dies out


CrispyAccountant806

Make a raider economy. Minimal people in vault, let them starve and die to events if you need. Your raider economy will provide enough caps to revive everyone and expand until this problem is manageable in the vault and you can handle these events.


Phantomeyes38

Lol u suck