My Twitch: / scotchandsmokerings - Mods Used: oxhorn.it/mods-used - My Fantasy Novel: www.cloranhastings.com/ I broadcast live on Twitch every Thursday evening at 7:00 PM Pacific.
The irony is that here, one as the Sole Survivor does what The Mechanist tried to do: flood the Commonwealth with an army of murderbots that only kill bad guys.
Slippery gaming Their programming is to put delivering supplies first, and to only engage a target if it engages first. The Mechanist programmed them to activity hunt for possible raiders. Emphasis on possible.
All my provisioners are sentry bots with missile launcher arms and fatman launcher shoulder weapons, with the carnage helmet which makes enemies explode. Saw a raider try to attack it once.... The result was the apocalypse re-enacted.
Unfortunatly the Rocket Launcher of the Bots is fucking weak. you should look at the stats from the vanilla one..unless you have a mod that highers the amount cause..god damn. Last time I checked they only make 40 damage per rocket...and that is to sad...
I've come up with a new favorite form of settlement security. Simply, when I know the settlement is going to fall under attack, I summon all settlers to a central building, lock it down, and then turn off power to my Beta Wave Emitter. Of course yes, that means I've got docile Deathclaws or Radscorpions wandering around my settlements. You ever seen a bunch of bandits try to fight off a small army of deathclaws, or radscorpions? I just call it feeding time. I do wish there were cages for Gatorclaws though.
Random Chiroptera LOL!!! Just imagine doing that when the Brotherhood of Steel attack the Castle? Here come the Brotherhood! Unleash the Deathclaws!!!!!
@@mdredheadguy1979 Oh... I made something special at the castle for that. I built a tower up around the antenna. A fortified control room at the top allows me to use switches to open a bunch of rolling warehouse powered doors, behind which a total of 20 missile turrets wait behind, aimed outward right at the perfect altitude to pour a storm of missiles into vertibirds.
@@Random_Chiroptera AWESOME!! I just wish the attack on the castle had been a bit more epic then what we got. All that build up and then, less then 30 seconds of fighting. Although I had a few Death claws and several missile turrets as well as a population of over thirty NPC's armed with upgraded AK heavy machine guns and armor. So that might have had something to do with it.
Nothing wrong with an army of Minigun-toting Robobrains rolling across the Commonwealth. Sure, it makes the Minutemen look like scrubs, and even the Brotherhood of Steel is jealous of your production output, but that's a small price to pay for the betterment of the region.
Now I'm conflicted. My perfectionist OCD side originally drove me to set up supply lines in a circuitous route. Then I saw your video on supply line formations and you mentioned having them all come from the same spot would cause more traffic and make the area seem more alive. That's something I had never thought of, and my new plan became to make Bunker Hill the hub of the Commonwealth. Now I've seen this video, never having realized the Mechanist's Lair has no real use as a full settlement, AND it comes with that office full of little robobrain clerks that really give it that logistics center feel. I am now very heavily conflicted between these two formats.
Why not have both? The robots are running essentials to each settlement and political issues are handled through Bunker Hill. Say humans are political caravans and robots are supply caravans. This would make sense for keeping the peace in the commen welth but at the cost of more supply lines. Also it would add a backup system if one place is destroyed, then the other can take over. Keeping the supply's moving.
As a handy tip for y'all, Graygarden already has a bunch of robots, so it also makes for a great provisioning hub. Maybe let Graygarden supply the west while the Mechanist's Lair supplies the East? Maybe theme each one so that every robot from Graygarden is a Mr. Handy and every robot from the ML is a robobrain? I'd love to hear crazier ideas, too.
SnappGamez i haven't even started that dlc yet, so i wouldn't know. Sounds like a cool idea though, because who can break in/out of a vault? Exept for the fo3 protagonist and Liam neeson
If those two cant connect to every settlement maybe you could turn a central settlement with better connections into a 'Hub' full of robot workers that scout the wasteland.
I got word of a new spot for a settlement. Clear it out, and just plop one of these bacons down there. Damn settlers gonna flock to it like bloodbugs on overdrive.
Making robots in to provisioners broke my game. I've made 22 maxed sentry's as my provisioners and they keep resetting to basic protectrons without any armor. Very frustrating, game breaking stuff.
Sounds like a great idea, I mean, I might make provisioners as modified mr. Handy drones or as a fully upgraded sentry ( which apparently are not fun to go up against if they turn on you)
I only use the highest quality robots for my supply lines. I mass produce sentries with dual laser gatlings that just roam the waste. I have randomly encountered them many times just devastating raiders.
This is the first thing I did when I finished the dlc. I made the whole fleet the same sans color and gave them beep click voices. They don't complain or fuss. All they do is toot their horn when they float past me LOL
@@retardman1476 I did the sentry voice for my companion robot because it's funny. I gave him the maximum possible carrying capacity (because yes I definitely need to pick up hundreds of pounds of junk every time I'm adventuring) but with no weapons, so it's hilarious to hear him announce the threat level and give me updates on his security operation when he's just standing there while I shoot all the enemies. Also his name is Bobert, because reasons.
He used the video to show a thing. If he didn't intend on using the video to show a thing, he could have used ANY video. As he did not, he should maybe use the sleep or wait option to make the video viewable. Now go away and let this video die.
It's the perfect use for the robots. Why risk the lives of my Minutemen, or God forbid farmers, when I can just send a fully armed and armored sentrybot? Though there is that bug that resets the bot back to it's basic form, which gets pricey after having to re-build em a few times.
Evidently it only happens if the robot is killed while en-route (which can happen if you happen to be in the same loaded space as the robot is). The robot gets reloaded/revived with its basic equipment (ie. nothing). So you can more or less get around this by making super tanky robots.
I use em' for dungeon runs. I've got a Sentrybot Automatron with all the carrying-wait addons. I simply park him at the entrance and load him up with all my junk. Named it ATCV. The All Terrain Carrying Vehicle.
This is a great idea! A request, though, to you and all RU-vidrs that use in-game footage...unless you are showing off lighting, perhaps consider filming during the day? Once night footage is RU-vid-ified, the screen is so dark it is often difficult to see anything, even without darker nights mods, particularly if you don't watch fullscreen.
I always hope to be of help. :) Oh, and the issue with not watching fullscreen making it more pronounced--contrast with the blazing white dash of YT makes it even harder to distinguish detail in night footage.
agree .. day time gameplay 'tubes unless there is a specific reason ( having said that, I prefer to play at night because I mostly sneak and have Night Person ) re. robots as provisioners ... yes a great idea, have been using them for a while, I usually use an Assaultron (so they don't get stuck in gateways and on stairs like a sentrybot with the route named and specced for max dps (I believe provisioners are immortal so spec for defense not required)
@@xaosbob I guess this might not have existed when you commented this 6 years ago, but RU-vid has a dark mode which I absolutely recommend using. I've had it set this way for so long I often forget it actually has a light mode, so I'll see other people's screenshots with the white background and go "what app is that??" because I'm used to dark grey
@@DuckInGameStop - You're right, but I'd bet there are plenty of people who don't know about Dark Mode, so thank you for mentioning it! And I'm so used to it now that I'm the same way when someone shows me a video on their phone or something. "What RU-vid knockoff is that? Oh, right."
I like my robots more than the settlers so I will continue to force the settlers to walk the roads with no cloths and an out of ammo pipe weapon. Also I tend to use my robots either as guards for my settlements or as companions since I tend to give them enough armor and firepower to make them better than the human companions.
Mr Oxhorn, Thank you for your videos. I've been playing Fallout 4 for about a year. A couple of days ago, I ran into your site and subscribed. Though I'm really far into F4, I want to start over with the knowledge that you have imparted to me. BTW I'm 55 yes old. Your never to old to play. Thanks again! Best wishes to you and your family.
You can also build robot station at Boston Airport since it can't support normal population. Bonus: If you build a big warehouse with large doors and robot station(s) they won't get stuck. I call it Robot Market :P
Love how you find ways to work all the game aspects into the lore. Keeps the immersive feeling without ignoring key game elements. Hate to copy but I LOVE your idea of robot provisioners!
***** Oh okay, so it basically reduces crop production times and gives a multiplier to income. Got it, gonna focus on being the emperor the wasteland needs. Specially since my survival play through is going to be extremely passive. Like I'm going to try and only do five quests, and limit myself to twenty three key locations excluding the major cities until I max out.
I'm so happy that you are still making new content for fallout 4. I'm still hype about fallout and watching your content makes me want to discover more. keep it up
Oxhorn, the glitch you pointed out at 7:45 happens to me as well. I equipped all of my robot provisioners with gatling lasers, mini guns and Mr. Handy Thrusters. For some reason when I'm out running around I come across them and the game has reverted them back to the basic model on two legs. So far it has done this with three of my robots.
I heard that if you take that robot as a companion first, they'll keep everything you put on them, also makes them immortal. I never had a chance to try this myself, I keep restarting my game, latest restart few days ago, ditched my level 133 survival characther for a new game, never of my previous 21 playthrough found Shaun.
Speaking about renaming things for organizing purposes: Something I do that I don't see many people do is use symbols like #%^*+= etc to "mark" items. My gun inventory looks as follows. # .308 Sniper (Poison) ⭐️ ❤️ # Plasma Pistol (-Time) ⭐️ ❤️ # Cell Tesla (Lobber)⭐️ ❤️ = LegLeft Leather (Cam) ⭐️ = LegRight Leather (Movement) ⭐️ = Chest Synth (+Stats) ⭐️ And so on. You get the idea 😎 some "marks" put things always on bottom while others keep items on top.
This is a really sweet idea. I never thought of doing this. Would save a lot of time and anguish trying to figure out what provisioner comes from where.
Creating robot provisioners was the very first thing I did when the Automatron DLC first came out. I had used Taffington for my central provisioner's location since the beginning (a star supply line style like you mentioned in a previous video) so it made sense to use nothing but robots once i figured out you could use them as settlers. I give them a set of nailguns so I can distinctly hear them out in the wild if they are under attack since the nailgun's sound is so unique. :) In my last game I'm using Zimonja as the new main robot provisioner hub. Isn't as much fun as Taffington since I don't see the provisioners as often. Maybe I'll change it up and move them somewhere else.
I love how during this video you run into the infamous reset bug at the end, which is the #1 reason to NOT use automatron provisioners. Sad really, since they make great patrols to clear the roads of baddies.
That's a bug? I always assumed it happens when they get battered during combat, that's why I put modding them down as a waste of resources and just used the bare protectrons. It worked perfectly fine ever since.
Man I'm so glad I waited to replay this game after a few years had passed. I built a pc back in 2016 and it could run this alright but now it's almost fully maxed out and is it glorious. Seeing these low fps clips makes me so glad.
I did the same, but gave the "Drones" the Mr.Gutsy Propulsion and no armour or specials beside a simple laserhand and a sawhand. It´s cheaper, mobiler and if the poor Bot runs in a rustdevil horde it makes no difference if he got quadruple nukethrower and superarmour or a pointed stick. And to hold a single raider back a laser and hit hitpoints do it. But allover a nice idea.
Just wanted to say thank you so much for this idea. on my fourth play thru and I got them going very early in game. Melee Jovovich is gonna have very happy settlements.
Everybody is complaining on how dark the video is because of it being shot in night time... And everybody is giving advice to maybe record at daylight hours... Yet no one mentioned that the pip-boy has a built in lamp that is quit powerful and would have made all the difference to just have it on at night when and if your recording.
Pip-Boy has a range of only a few feet. A flashlight from a Power Armor helmet, maybe, but even then… Just sit on a bench and Wait until daytime, for Pete's sake!
At the mechanists lair you can build a recruitment beacon, get water and plant crops. Try putting a well right on top of some of the trash piles, there are spots where it will let you set one to get water. Use planters for crops or try to put a few mutifruit on some of the trash piles. I put a recruitment beacon right outside of the door, near the elevator shaft.
I use grey garden as a starting point for my robot provisioners, there I have a few settlers who "repairs" the robots before they go out... of course they are just working on the scavenging station. For the human provisioners they all meet up at county crossing that has market stalls and are self efficient, I made it where Piper is the "leader" there with a mayor's mansion overlooking the settlement. It's pretty awesome. My BoS character has a robotics station for provisioners in the Boston Airport.. works nice because they don't need supplies and it's like they are helping the BoS and it's part of the Minutemen/BoS agreement. My General(BoS) is the mm general who realizes that the BoS is their only hope against the institute and he doesn't trust the synths or synth sympathizers (railroad) Anyways it works nicely imo
+Salty Pete So are the normal ones, its just that the robots are tougher and can have better armament.My provisioners are suped up sentrybots with heavy flamers/gatling lasers.
Well...to make the provisioner perfect one would need a squad. Robot for the fire power, 1 caravan guard to shot the smart raider hackers...and finally a psychologist for the pack Barhmin and the rest of the team...xD
Wait, then how would the named robots work? I have Cogsworth, Ada and Jezebel all in Sanctuary. Do their presence drag down happiness? Considering that compared to other robots they have actual personality, would their presence affect anything? If they do, that's a problem. I can at least move Cogsworth and Ada because they're also companions, but Jezebel is a stubborn one that refuses to talk. I made her a provisioner so her presence hopefully doesn't drag down happiness, but it doesn't seem to be working because despite all my efforts I've been stuck at 82 happiness for the longest time.
Yes, they will still drag down happiness. Setting one to a provisioner won't help either, as they still count as living in the settlement you sent them from. That's why he had all his provisioners coming from the mechanist layer; so they wouldn't damage the ahppiness of anywhere else.
Cogsworth I know can go above 50 happiness (also true for Curie), Ada I'm not sure about, Jezebel will either stay and be unassignable, leave without warning, or go hostile and be killed; once you finish Automatron.
Those vagos you never got could a robot not be programmed to be happy ;) or at least to imitate happiness? But mostly just a quality of life mod more then lore friendly addition.
A awesome mod to use with robot provisioners this one mod that replaces pack Brahmin with eyebots. So when you got your robot with a ton of bags Armor he is basically the pack Brahmin and the eyebot is the one guiding it with GPS technology with its radio.
love your vids....does assigning all robots to graygarden do anything bc its a robot settlement anyway and what about nick and curie? do they have a neg effect on happyness? also have u done a video on the vault tec level up chart?
Wouldn't Boston airport also be a good location for this? Kind of a useless settlement location, but it's out in the open so the robots wouldn't get hung up on everything.
also graygarden of the reason it is already full of robots, wishw e coudl turn more robots to synths, would like to do it to the three in graygarden, kleo, miss edna, pearl, Maxwell, White chapel Charlie, Ada, PAM and Wellingham. Afterall railroad prob have alot of failed mindwiped synths.
Thanks for this tip. I followed your advice and used the Mechanists Lair as the origin for all my provisioners, and now have all my settlements at 100% happiness except the Mechanist's Lair itself, which is at 50%. There still is an occasional glitch that causes happiness to drop, but it usually straightens itself out just by visiting the settlement. I used Sentry bot parts for the head, and Mr Handy thrusters, which makes them fast and easy to spot. As an extra bonus, they seem to not get killed like the settler provisioners did.
i always use floating assultrons painted a uniform bright color for supply lines. they fit through tight spots and float over water. also rough on raiders.
I'm way too late but I have a personal favourite of how to manage my supply lines. My castle is my home base so all my provisioners are sent there from all the settlements. This part I like the most: I give all my provisioners a full suit of T-60 Power Armor and a minigun. I also have two mods installed that makes sure that their armor never breaks and that allows you to assign your settlers to PA. This way, I often randomly get help by my provisioners opening fire on my enemies and absolutely wrecking them.
they dont neccesarily decrease it, they just dont increase it. if you have 4 people at a settlement and 2 are robots and the humans have 100% happiness you will only hit 50% max overall happiness
Well I learnt something today! Also maybe worth a mention is that a sentry bot provisioner is a lot more useful to be casually wandering about than a settler with some cast off gun and armour. For those times you're in combat near a supply line
I have done something very similar. I use Grey Garden and Mech Lair and West and Eastern hubs with a connection between the two. I am eventually planning on putting in a bunch of manufacturing equipment to look like they are logistics centers move and sorting packaging for delivery by the robot provisioners
"You can use your junk between all linked(by way of provisioners) settlements." I have everything linked to Sanctuary, but if I'm at Country Crossing, I don't seem to have access to the mats at Starlight Drive. Are you sure?
Only junk, ie. building materials can be accessed between linked settlements. You can't build something in settlement and access it in another. What gets built in one place stay there even if you store it.
I hope you see this. You always apologize for bad frames, it's OK. It's...OK *virtual hug* your videos are great and I subbed instantly, and I also started playing again. 600 hours in and I never beat it, I just like to wander around.
I do robot provisioners too! Generally they're Robobrain treads for speed, maneuverability, and carry weight; with Sentry torsos for extra firepower, and any assortment of arms and heads. I'm really fond of claws instead of gun hands, and the Robobrain head for additional ranged attack.
My naming scheme is a little different. It's basically job+settlement abbreviated+index (for provisioners, there's no index but instead another settlement abbreviated) for example Provisioner CC-ML is my Provisioner running from County Crossing to Mechanists Lair, and Sentry SD 01 is a robot doing guard duty (not necessarily a Sentry bot) at Starlight Drive-In - assigned to guard posts.
The same reasoning could apply to red-rocket gas station since one of the first things you do is per mission required to build a robot workstation there and have an actual open settlement so you don't have to worry about routing issues like bots stuck in doors lol and yeah i know u can delete the station once you do whats required for the missions but that said you end up with like 30 settlements by the time you do everything for the minute men so losing one settlement isn't a big deal in the long run.
one bonus is that with sim settlement's industial city addon you don't even need to build the robots since there are speical plots in game that do that job for you.
My latest playthrough I did Nuka-World before the other questlines. When I got back to the commonwealth and started building settlements I was lvl 60+ and I felt that my colonists were a bit too squishy to travel between settlements. But my robots, with science maxed out, are armed with gatling lasers and nuka quantum launchers, and they are just cutting everything they encounter out there to bits. I follow them sometimes to pick up the loot from the dead enemies they leave behind. I have four settlements with only robot inhabitants as hubs for the trade network. (Red Rocket, Graygarden, Mechanists lair and Jamaica Plain.)
Recruit bacon. Extra tasty. But that´s a nice idea, i already wondered what to do with the Mechanist´s Lair. Building Robots and using them as Provisioneers seems a great idea.
The fact that a provisioner resets itself to a protectron is happening with me as well. Does the provisioner re-renders itself to the armour that you made it with after sometime or will you have to re-armour it?
I love this idea. Though I created dual hubs. I used grey garden as well. It already has a bunch of robots so I just make it all robots all the time and use it as the logistics center for the Western Commonwealth.
7:46 Yeah, I've had that glitch, too. I had a Mr. Handy with lots of saws named Mr. Buzzy, and one day, I decided to bring him with me, only to find it had reverted to the base model Protectron skeleton and I had to rebuild it. I had left this one at Red Rocket, which is where that one was assigned to. I don't know whether that's a coincidence or not. With as buggy as Fallout 4 is, anything's possible.
I use Starlight Drive in as my bot stop and shop. If you have supply lines all originating from starlight and you look at your map it can take the shape of a starburst
OX plz help me with this, i use to have robot provisioners but i have the problem that they are gone or have no items on it (arms guns armor all from the automatron station) is it safe now to have robots or the cell bug still happens? ty for the great vids!
Ox if got a question I've uninstalled automation cause my robot work bench was puting all the stuff out of order which sucks my question will my progress still be there ?
I've been working on using all robot provisioners and assigning them in such a way that the map looks nice with the supply lines. Kinda want to up some of my perks though so I can build more badass robots. Guess I could always change them later though.
Supply routes instant work, won't tranfer any items ever, but allows using all connected settlement's inventory as a resource to build, cook, mod, mix drugs, plant. Resource share includes uncooked items, plantable fruits/vegetables, raw drugs, mods, junks. Also excess food and water production is distributed to all connected settlements. So for example you can't pull out a carrot but you can plant carrot.
I wound up doing a variation on this tactic where I have 2 hubs, Mechanist's layer and Greygarden. I figure it's not worth moving all of those robots, and it makes sense that the two major hubs would be a major food production facility and a factory.
over time hang mans alley, covenant and the drive in sorta became my provisionar hub cause that's where I gained settlers fast all other places are just a 1 shot line across the map
Greetings sir! I used your idea to keep happiness levels unaffected by robots but didn't like the brahim getting stuck... (OCD? lol) so I used Graygarden instead since it's already a robot community and its by default at 50% happiness! I also have Ava and Jezebel there. I have a soft spot for Codsworth so he still at Sanctuary. Best of luck and keep up the great work!!!