

To cure it, just use a RadAway, which can be made in the Science Lab. Just look for a red bar on their health, and you’ll know they have radiation sickness. Fortunately, if you check your dwellers regularly, it’s easy to combat when spotted early. Radiation can easily slip under the radar and cause some pretty big problems for your vault. Early on, you’ll only be able to assign one or maybe two dwellers to exploration and training, but it’s crucial to at least get started on a couple of them. Without these three things, it’s hard to really improve your dwellers - you’ll still be able to expand your vault, but eventually it will get hard to contain everything when everyone has low stats. Questing is the only way you can snag free lunchboxes, which will give you rare items and dwellers from time to time. Training is the only way to increase your dwellers stats other than gear, which can be very random when it comes to bonuses. Exploration brings gear that is extremely useful, as well as extra credits. These three things are probably the most crucial to getting ahead with your vault. Always be exploring, training, and questing This way you know they’re being as productive as possible, and they don’t require much attention. Meaning, if you’ve got a dweller with 9 agility, they should pretty much always be working in the restaurant, likewise a high perception dweller would always be producing water. Having one or two people who are very well trained in a certain stat related to resource production is also nice, so you don’t necessarily have to worry about them. Personally, I’ve got a few different dwellers with high luck and endurance for exploration, a few with high charisma for reproduction, and I always like to know who is armed with a weapon. Still, you’ll want to at least know a handful of them so you can get important tasks done without fumbling through the list of dwellers. Ideally, you’d like to know what each one of your individual vault dwellers are good at, but that’s not always going to be the case. It may be a small amount of energy compared to your overall, but you only get a small amount of dwellers to assign to non-resource jobs without going under the line, so it’s important you can use all of them and not waste extras on powering vacant rooms.

Each room you have is going to use electricity, so there’s no need having enough living quarters to fit 100 dwellers when you’ve only got 50.
