I end up with two stars, grey garden and mechanists lair. As grey garden will never be much higher than 50% happiness, due to native robots, I just put all my provisioners from there, and when complete mechanist, switch all provisioners to robots, and star from both of those places. With one robot each. Two settlements stuck at 50% happiness.
If you make the provisioners go to far away locations and have numerous provisions per settlement going to "random" settlements, granted you do this correctly, you can have a settler helping you fight at almost every location in the Commonwealth. Really handy for survival and you can pretend that they're the Minutemen "helping at a minutes notice". Done correctly this can easily change the way your playthrough will feel
ThePope OfAwesomeness could you elaborate on how you do it correctly? I really want to get the effect you described but I'm fairly confused by supply lines
@@Jellofish777 just make sure your supply lines go through areas with high enemy traffic. If you're really dedicated you can assign a provisioner and follow them to see what path they take. The hope is that they help in a fire fight occasionally or even keep certain roads clear if you're in the vicinity.
I actually think that if you have robot Provisioner you shouldn't have to have Brahman fallowing them. I used big Sentry bots with robo-brain legs and packs Everywhere. Its got more carry weight than a brahman, and complains less.
I'm trying out the eyebot one and using a mix of Star and Hubs. I like to think the eyebots are their for recording position and location to make sure they stay on rout and away from dangers.
For the robot with packs + eyebot brahmin combo, think of it like the eyebot as a very basic drone outside of the entire network of robobrains so it can't be controlled by them, and has live video and audio feeding back to be watched, recorded and reviewed at any time back in the Mechanist's Lair, just to make sure there isn't another Mechanist Mistake again, and to keep track of where and when things go wrong.
ChesterC. Nuts it also makes sense that they would also avoid the CIT building and for two reasons, 1. Its said to be the original home of the Institute so they would likely be worried about synths. 2. If you do any of the other three quest lines (MinuteMen BOS or RailRoad) then that whole area becomes severely irradiated.
So far I've tried to keep my populations concentrated in very defensible places, Sanctuary and The Castle both have a massive military presence, which I send out as guards or provisioners to smaller farms in the north.
ChesterC. Nuts, it is funny because I have Sentry bots from Automaton going through the wasteland as supply bots. One of them code named TRADER from the castle takes supplies to Boston Airport and passes Bunker Hill. One day I visited Bunker Hill to install an new supply bot and suddenly I hear gunshots and explosions. As I am about to create a new bot it says I can modify TRADER so I know that one was involved in a fight and was kicking ass nearby.
I actually did my supply lines a bit different. I basically created two "trade hubs" - Sanctuary Hills and The Castle. Every settlement is more or less connected to the closest one, and the two hubs are connected as well. So it was basically like your first alternative, but with two hubs instead of one. But I'll probably give one of your options a try during my next run. Probably the one that revolves around community hubs or the highway one!
Before I realized all connect each other, I had 4 hubs for the 4 quadrants. But then one day connected one hub to another and figured it out. Thank you internet.
I love sending a provisioner to every settlement and from every settlement. happiness takes a huge hit at first because of all the resources you'll be missing out on, but it looks super funny and you will always have backup nearby in the field. I did an entire playthrough based on that concept
Did the same thing with robots. I am to lazy to deal with settlers and most of my settlements are robots only because of that. But, the wasteland is safe again! And i mean litterally. Hard to find a spawn on survival that dosn't get instantly cleared by my Sentry provisioners.
I like Constellation too. Might change a couple routes though. I’d want at least one supply line through downtown Boston. I spend a lot of time there and it would be nice to run into provisioners every once and a while.
I been trying to figure how I want it. But I'm thinking I'll have just 1-2 settlements that recruit so I can filter out synthetic (I'm sending all them to one settlement for social cleansing) and having some designated for water,farming and scrapping. And then a few trading hubs that conviently reach all the other areas. I was thinking about filling settlements with army of robots
One idea I had which I never got around to executing in any playthrough was to set up unnecessary trade routes to create my own patrols. I could dress up and arm the provisioner, or better yet, use a robot provisioner, and have them patrol the Commonwealth and help keep it safe.
I actually do this. I set up redundant supply lines between settlements, which somehow forces provisioners to group up when they travel, which not only makes them less prone to raiders, but creates safe passageways between settlements by clearing enemy camps between them
My provisioners are my most heavily armed settlers because im lvl 80+ and if they are around when im fighting an encounter they need it to defend themselves xD
Personally, I chained each settlement together so the provisioners had the shortest possible route each as shown in the Constellation. It felt more logical and safer for my settlers. My "job" was to protect my followers, so it made sense to me. I do try to skirt outside the city or other dangerous locations. I arm my provisionists as best as I can, and I do have all the DLC, it just hasn't been opened up to me yet (I recently restarted as I had left my game for so long I forgot both the controls and what was going on in the plot xD My new character is a re-settler, working with the Minutemen to reclaim the world she lost. And has yet to actually go to Diamond City. Main plot can wait til I've tamed the wastelands, damn it!)
I followed the same logic as you. In fact, my provisioners are heavily armed & armored and MOST are equipped w a mining helmet, cz walking across the wasteland in the dark w a dumb ol stinky Brahmin jz sounds awful
@@kyssedbyfyre915 Consider getting Combat Armor Helmets for your provisioners. I know on the Fallout Mod lists that there's a simple mod that repairs the flashlights on combat armor helmets so you can repair the lights, upgrade the helmets and give them to your provisioners. Top tier head protection plus a flashlight. Short of power armor, what more could you need? Edit: And yes you can choose between the default, bright, blue, tactical red, and Vault-Boy lights for the helmet flashlights. Just like on the mining helmets and Power Armor helmets.
from a roleplay perspective I aboslutely love the "star" as the minutemen general it make total sense to organize the commonwealth not only from nearby settlement to nearby settlement but to think it as a whole country ^^ however you need to dedicate a settlement to this purpose so great choice to use the mechanist lair as it fits with the robot provisionner thing
this was my thought but I made provisioner settlements, ones that were not practical for fun builds and sent all my extra settlers there, then made each their own star hub to send provisioners out from so that my big towns could keep all their settlers.
Except for the circle, the star makes the least sense from a roleplay perspective. Star is great for some aspects of governing, but if you are really roleplaying in the FO universe and you are having people physically moving goods thru a swamps and cities of enemies to turn around and walk them back across the wasteland to a different location a short distance from the starting point, Preston made a huge mistake in assigning you as the general. Since most areas are self-sufficient when it comes to the few resources in the game, IRL there wouldn't be a frequent need to transport anything all the way across the map.
Though also in terms of Roleplay the star is the weakest tactically. Your putting all your supplies in a single location. If raiders or gunners take and hold that location. The minutemen might just collapse for a second time. I personally prefer to have 3 highly defended hubs. One at oberland station, one at Hangman’s alley, and one at the Mechanist’s lair.
Good video. Another option (which is the one I favor) is modeled after how large retail corporations organize their supply chains. Namely, I have three regional hubs (Starlight, County Crossing, and Jamaica Plains) which were chosen for their centralized location relative other settlements in their area. There is one trunk line that connects these three settlements; Then, all NW settlements connect directly to Starlight, all NE connect directly to County, and all SW/SE connect directly to Jamaica. I do have one or two exceptions (like Outpost Zimoja connecting to Starlight through Tenpines Bluff), just because it's more practical given how close they are together. This is a nice balance between efficiency and organization. It looks like on the map, it's immediately clear when a line has gone dark. it keeps the "neighborhood" vibe, and it keeps settler travel times relatively short. It also allows me to roleplay with the idea of capital cities, with these being among my largest, and most well-designed cities.
I do this two, but I use Hangman’s alley for it’s proximity to Diamond city, and Oberland station cause it’s the next closest. These two cover my Civilian settlements, and use settlers as provisioners. The Mechanist’s Lair, and Robot provisioners is used for my Various Minutemen Military Bases. The Castle, the prison on Spectacle Island, The Boston Airport Salvage, and Research site, and a few others. I only do the Robot Provisioners on military settlements because Lore wise. I think that Robot provisioners would make a settlement a large target, and I don’t wanna lead Raiders to Finch Farm where I’ve only set up a few turrets to defend the settlers.
“I felt that the marshes between Somerville Place and Murkwater Constuction Sight would be a difficult journey.” PROCEEDS TO PLACE A SUPPLY LINE BETWEEN SPECTACLE ISLAND AND WARWICK HOMESTEAD.
Thanks for the vids oxhorn. You show a lot of stuff about lore and the workings of Fallout 4 that others don't. I stumbled across your channel about a week ago and I'm thoroughly entertained. Keep 'em comin' man.
Usually I divide the map into sections and give each a hint. - Starlight Drive In: Northwest - The Slog: Northeast - Egret Tours Marina: South I then make those hubs big in a realistic way, and add in all the merchants, clinics, bars, and restaurants. Those hubs then all connect to The Castle! Sanctuary is usually my biggest settlement that isn’t a hub too, simply because it’s got a lot of prebuilt houses and lots of space. I also outfit all my guards with gear from the Militiarised Minutemen mod. Boy that’s a must have. And arm them out with a variety of guns from mods. For instance I usually give the Privates at Sanctuary R91 assault rifles, the Corporals AKs, and the Sergeants get Service Rifles or something a little more customised. My Scouts/Rangers also get M1A rifles and look awesome with their hoods, scarves, and mufflers. Provisioners also get Steyr AUG A1s and I typically give them the cavalry hats, rolled up sleeves, and the aviators to make them look like full on badasses 😛 Now, why am I typing all this? Well it might give someone ideas for making things more immersive or whatever 🙂
Yes! Militarized Minutemen is a must-have mod, because It's also a good way to not shoot your provisioner in a third-party gunfight. The militia hats are great way to differentiate friend and foe.
Good video. I've already done most of these, so here are the downsides to the different types. (This is advice for new players.) 1 - Star pattern - Good, simple, easy to use, but all the lines on the map make it difficult to see which settlements are connected because lines connecting two settlements may go over another settlement in between them. This makes it hard to tell when provisioner lines disappear from the game (a common bug). 2 - Circle pattern - Always leave a break somewhere so that it is not a complete circuit. Once you get one or more "loops" in your supply line chain, there is a bug that starts causing problems with the Settlement Workshops screen in your Pip Boy. Bethesda claimed one of their patches fixed this, but it never did. 3 - Layout advice: Connect your settlement to the nearest settlement already in your chain. Don't have more than two supply lines connected to any one settlement. Don't make any loops or circuits in your supply line chain. Try to avoid connecting settlements in a way that forms a straight line (such as Sanctuary to Red Rocket to Starlight Drive-in, which looks the same as connecting Sanctuary directly to Starlight Drive-in). If you use robots, don't give them any upgrades because there is a bug that resets robots to the base "automaton" state and all the resources you spent building it up are wasted. Hope this helps!
1 also first one is imho bad from ingame and rp sense since those which are on periphery would take too long for that trip 2 what kind of bug? 3 Why though no more than two. I always connected settlements to all other settlements which are close. And never really had problem
The easiest best way is to daisy chain them. After discovering Red Rocket, go back to Sanctuary and create a supply line to RR. Then return to RR. You can then access the junk in Sanctuary from RR, to create a generator and beacon. Go and discover Abernathy, then return to RR. By then a settler should’ve showed up. Use them to create a supply line to Abernathy, etc etc. this avoids cluttering up each settlement with lots of traders, only uses 1 settlers from each. The only exception is if the supply line would go throw dangerous area. In this case, use a different settlement to create the supply line to avoid nasty areas.
I have a setup where all of my settlements that have a water source like a stream or pond or whatever are all linked in what I call the Commonwealth Underground River, and then from those settlements supply lines extend to the other nearest settlement without a water source. I do this for RP reasons mainly.
@@ivanbarreras9445 Nope just in general, the Commonwealth is modelled after Massachusetts irl, and I don’t remember that being in Boston, and definitely not that being written down in the Fallout franchise. This is just another example of someone not liking the post-apocalyptic setting, but still wanting to play Fallout, and because Fo4 is the one that lets you RP the most openly in the franchise they choose to do it in that game.
You just gave me a reason to finally build factories. I just didn't feel like the idea fit the immersion of the game, and that's most important to me. The idea of a place where the Minutemen sort and scrap things makes sense with the lore. Definitely going with hubs. Love it! :)
I have a way how I manage my supply lines which I really like, and I think other people would too. You'll need 2 mods for it but that's it. One of them allows you to assign your settlers to Power Armor and the other makes that Power Armor of every NPC indestructible. I assign my provisioners to a full suit of T-60 Power Armor and equip them with a basic Minigun. That way, you'll randomly get fire support by a walking tank, followed by a Brahmin. The chance of getting fire support of course increases the more supply lines you have.
great idea. that way commonwealth is both bustling from commotion and constant ''trade' from your caravans and also is safer place because caravans double as patrols
@@MsKeylas Bloody hell mate, it's been four years. But yes, that was definitely my experience. I would quite often come across the sound of a minigun in the distance, or have a power armor charge to my aid in the middle of battle. The more concentrated the supply lines got, the more often it happened.
The one I tried was a Star/Hub Combo, basically meaning I picked a few settlements to be MAIN points and have them branch into the other ones close by, with the addition of two mains being used as DLC connections
in all honesty i am doing the loop only because i "feel" it might be the safeist and most practical idea around. down town is a mess and it is a death trap.
***** i get crashes while running ani-crash mods around the hospital in Fall out (the one with the death claw in it) that hole area is bad for crashing
thunderlord2200 VATS freezing the game occassionally on Survival mode, not sure how they managed to fuck up one of their own game mechanics that badly.
RoboGameBoy64 its beth, the way they fuck up survival so badly? (it was a normal part of the game at one time where everything was limited and meant something or saving for a later boss fight or worse) i mean make it fell like how the main-brand name fallout used to feel. they way fallout 4 felt is worse then a barebones game that they just threw on fallouts name.. ---this is me just rambling on like normal xD-- read if you want to -------------------------- everything that made a good fallout game good they dumb-ed down and striped out.. they would of made a real shooting game With everything making fallout fallout while giving alot more... then a copycat received plot that was worse then the one they based it off off.. i felt game was over after i killed Kellogg.. never gave 1 cent about the baby. i could of mad a better story in my sleep that aguested to if u want to find the baby or u just dont care and u rather take revenge on the murderer of ur wife.. but the way i do it was aguest it so u find him or he finds u anyway, but in my base i make baby a rader king pin.. xD
I use bunker hill as my central settlement for my trade routs because it's very central and it's already a trading settlement and I like the movement of all my provisions towards central Boston
I've been enjoying one that's similar to hub, star, and constellation, where all the settlement lines lead to a single settlement in the middle, but they follow a line from settlement to settlement to get there instead of directly heading to the central settlement
One little thing I would like to add that I have noticed from my playtime... You might NOT want to see your provisioners "out in the world" very often. Why? Because when they are NOT in the same area as you they are "immortal", and will not be killed. However, if they are in your general area, and enemies spawn, they can get killed....and get killed even easier the higher level you get due to the spawning mobs being leveled to your level, and the provisioners always staying a relatively low level.
Sorry for replying to a 3 year old comment. I thought this was proven false by the wiki and a reddit post. Edit: just tested it myself and my provisioners get knocked down, not killed
@@werdle92 right, like the diamond city guards just getting into shootouts with the local supermutants, i'll just kick back and watch them shoot at each other, i'll put in a few shots to aid the losing team but that's about it
From what I recall, I believe that if you take on an automatron as a companion and then release it, it becomes essential. My memory is fuzzy on this, though, and so will require some testing to confirm this.
I love your contraptions at the mechanist's lair! I used Boston Airport for my robot provisioners and there is a little more room. Do you ever have problems with your robots coming back reduced to their base condition? Mine frequently do and I have to spend resources modding them back up. I wonder if it is because they get into battles?
Sanctuary isn't a bad choice as it is very large. Some of the small settlements wouldn't work at all as far as I am concerned. The drive-in is perfect to my mind since it's fairly centralized and you get a nice star pattern of supply lines.
I have been watching your videos for some time and really enjoy your content. Late for the bandwagon (last post was 2yrs ago?!) I wanted to comment. After playing Fallout 4 since its inception, I recently tried the “Loop” and it may have a tactical advantage. As you stated, it avoids many areas, however, many of those like downtown Boston are also dangerous areas as well. The loop seems to avoid many of these points of conflict by using a safer route for my provisioners. It was something to try, but I do agree other methods are more profitable. Regarding profit, have noticed hubs with more incoming provisioners tend to produce more income. I once made Greentop Nursery and Vault 88 my two main hubs and I found 10k in bottle caps in their workshops compared to 4K in all the others during my collection runs. I thought that was very interesting. Anyway, thanks for listening and thank you for you work and dedication toward this game.
Playing the 1st playthru where I actually care about settlements in hardcore mode with mods. My settlements are really cool and growing on me but i didnt know how the supply lines worked. watching this video blew my mind with how it actually works. It was extremely helpful and your settlements/all of them were super cool! Thanks bro!
This is awesome. I have been playing fallout since it came out and never once messed with supply lines. I really like that you can turn a settlement into a hub like that. Very nice work as always!
The purpose of The Loop method has to do with supply line disruptions. If you have half of your settlements connected to the other half via one supply line and that provisioner is attacked, then your supply lines are cut in half. The Loop fixes that but making the lines into a circle, if a supply line is interrupted between two settlements then the line continues through the other direction.
Settlers are set to protected, you can use placeatme(while in god mode and not fighting back) to add 50 or even 100 raiders just as a settler doing supply lines walks past in the middle of nowhere and eventually all the raiders will be dead even though the settler should have died tenfold the amount of raiders. If you have a broken supply line the settler assigned to it is at home sandboxing or you killed it. The best method is once you open a settlement go to the last one opened and assign a provisioner to the newest. Nothing fancy. Doing that ensures you have crafting materials to build the settlement at the start and it is the most efficient for the player. Yeah some routes can be really long... doesn't matter, what does matter is having the supply line. Not only is it the esiest method to use it is better if there is a broken supply line. Yo will know which settlement the provisioner is from by following the lines. And if you want to fast travel and check each one and collect you food and cap[s... follow the lines from Sanctuary to each one in order.
I tend to do a very complex version of The Constellation with a long term goal of having Previsioners between every neighboring settlement. The reason for this is because I play on survival mode, and in survival mode you need to build a character that is extremely balanced, which means you may not be able to survive many encounters. You need to take care of yourself with food water and medicine, and the enemies are an awful lot tougher. Settlements become much more than a new place to build and make caps. They are now a safe refuge, or a place to flee to or resupply your food, drink, and medicine. Previsioners become your roadside guardians, and do so very effectively when outfitted with armor and good weapons (Robot Previsioners are the shit because you can give them heavy weapons) When you have allot of well armed previsioners on the roads, you can travel with relative safety, and if you leave your extra supplies on them, you have a backup plan when personal supplies run out. Survival mode is very game-changing and offers a much longer-term, more challenging playthrough.
I love the idea of robot supply lines and replacing the Brahmin with Eyebots. So much so that I created robot workstations in Mechanist's Lair, Grey Garden, Starlight, and Murkwater as Hubs with Greentop, Covenant, or Taffington and Hangman's as east/west transfers. My hubs are connected to 6-9 surrounding settlements most of which share with only 1-2 adjacent settlements but I must say I was inspired by your video.
You need to talk the the mayor lady and do the quests for them. With that done, once your main faction wipes would another or becomes dominant. For me, I did Institute right up until "Battle of Bunker Hill" than told the Railroad and Brotherhood, and once I was there I used my Minutemen fair-gun. Didn't so much as shoot the breeze until I got the main objective, than I killed the Institute soldiers and saved everyone. Than I left the Institute. Next time I went through Bunker Hill. (To Loot all the Rail guns and power armour.) The Mayor came up to me and said, "You clearly pull some serious weight around the commonwealth, Bunker Hill is yours to do with as you please, if it keeps us on your good side."
Thank you, oxhorn for the constellation grid, that idea came in handy with my most recent playthrough. as of now I have three main 'hubs' for my caravans making their way through the Commonwealth. great video man,
@@LJVolkov21 ohh ok then, but what if you properly equip provisioners like lot of people in discussions said? Making heavily armed patrols between finch farm and slog, which also carry supplies while they co nduct regular patrols))
@@MsKeylas Yeah, I totally agree. Believe me, I try to send my provisioners out armed to the teeth, in the best armor I could possibly find. But I still saw some of them getting killed despite all those efforts. =( That's why I worry. I dunno, I guess either I give them fully-modded combat armor and plasma rifles or I'm basically screwed...
@@LJVolkov21 hmmm but what if you sent caravans from slog and farm not just to each other, but also to all over settlements close by, wouldn't that increase amount of ''patrols'' and thus make them handle threats better? Plus on that particular route maybe you could make mechanical caravan/patrol with heavily modded droids?
I do a combination because I like there to be more than 2 supply lines in case somebody stays siege to a settlement and strategically cuts off a supply line. I know this isn’t real and only accomplishes wasting a productive settler but it feels good in my head.
I’ve always done hubs, makes it easier to manage. At least one trading post, one water plant, and one that produces food should be tied to one hub (also 2 artillery within said clusters). No matter where I need to go on the map I typically will have a “mega” settlement I can swing by if I need to sell stuff, make chems, etc. One thing I do try to work into my settlements that don’t contribute much is either a bullet factory, cow pastures (for fertilizer), or set up a mini “hunting ground” with radstags. There’s really so much you can do with settlements to enhance a playthrough especially if you do nukaworld and side the raiders which opens up a whole new host of things for settlements
When I first played this game, I thought you had to set up a supply line from every settlement to every other settlement. Didn’t take long for me to realize how infeasible that was, lol.
Well I did the one settlement as the hub and that settlement is hangman alley with the point of that being it’s in the center of the city and is right next to diamond city, one of the reasons that Bunker Hill is such a renowned trading post is because it’s “In the middle of everything” and that’s the same logic with hangman’s alley
Something I really enjoy, as your settlement number increases your provisioners are seen more and more frequently showing how “trade” is coming alive in the Commonwealth. It’s being “won” back. I would love a fallout that has missions but the story is centered around building settlements establishing trade, protecting the society you are trying to build. The idea being your economic, social and military power represent “winning” the game.
I really enjoy your videos - lots of things that I just haven't noticed. Fallout 4 settlements offer the opportunity to create a more immersive environment but they are frustrating because they only go part way toward creating a thriving community. One thing that I do, and that I think creates a more immersive experience, is to have MANY of my settlers at each settlement put on trade routes. That means that each settlement is connected to 5-10 other settlements by trade routes. There are a couple of things this does for you. First, every settlement has provisioners coming and going and it makes the settlement seem more alive. You can actually dump scrap, weapons and armor onto a provisioner and pick it up if you see them again (you can make them wear a hat or something to signal that the provisioner has items) at the settlement they link. By arming and armoring your provisioners they will help you out in firefights if they are nearby. In fact, you'll see your EXP go up randomly because they kill something for you -- very cool. As far as I an tell the provisioners only get "knocked out" in these fights. You can kill them if you use an area effect weapon or have bad aim. It is immersive and entertaining to see four provisioners fighting raiders or gunners along a trade route intersection. Once you have your settlements up and running there really is no cost to have a lot of your settlers set as provisioners. Food production requirements are easy to meet and I've never seen much productivity from the salvaging activities at the higher levels in the game.
I use Assaultrons as provisioners, and set up 5 hubs, each connected to every other settlement on the map. I now have an army of Assultrons that patrol the Commonwealth. In battle, no matter where I am, I now have 2-5 Assultrons that show up and fight on my behalf.
I love that 🤣 While the idea of using Fully Decked Out Dangerous AF Robots as Supply Line Traders is awesome in it’s own right, I just wish I could order my Supply Line Settlers to use my Stolen Raider / Gunner Power Armors as extra Protection while on the Road. I like seeing Power Armor in action more than I like seeing Sentry Bots and Assaultrons in action. 😊 Plus with the ability use the Contraptions Workshop DLC to mass produce 100,000 of Bullets in less than an Hour…it would put the Bullets to use for those Traveling Settlers to use on the road. I’m already giving my 50+ Settlers fully kitted Gauss Cannons, maxed out Heavy Combat Armor and approximately 5,000 2EC-Type Ammo per Settler. 😃
I did a star for every single settlement, so each and every settlement is connected to every other settlement... it's a disaster of lines and setting it up, but you see provisioners all the time.
You have no access to absolutely everything through supply lines. You have a peculiar access to food, water, and building components for sure. You may be not producing any food at your current settlement, but if it is connected to your supply net and there is an overall food surplus, the current settlement food indicator will remain a green zero. But you cannot withdraw a specific food like carrot from another connected settlement workshop inventory. Nevertheless you can cook a recipe with that carrot. When you attemp to build from the workshop menu or to use a weapon/armory benches or to use cooking/chemical stations in a supply net connected settlement, you have access to a basic components list that includes all components that may be scrapped from all workshops inventories junk. You can use copper from somewhere else to build that generator, but you can't withdraw that hot plate from that somewhere else. You can cook a recipe that uses the carrot you left in somewhere else connected workshop inventory, you can build a crop from it, but you can't withdraw that cooked food you left somewhere else not even the carrot itself. You can't withdraw that Jet you made and left in another connected settlement workshop inventory. But you can make a psychojet from it at a chemical station at your current connected settlement. You can't withdraw the weapons from another settlement through supply lines, but you can attach all mods you left in the connected workshops inventories all over commonwealth. Logic is something Bethesda is running out. Just make sure to leave in the workshop inventory of the settlement you are at all junk scrapped and all the food harvested. Their other use is to trade. Be aware of: The water you leave will only be accessible through recipes at cooking/chemical stations. The weapons you leave won't be accessible through nowhere else under any circumstances. Consider disattaching and archiving their mods in the connected current settlement workshop inventory and scrapping the weapons itselves.
I mean logically speaking you would in reality be Laying a plan for say a generator to be built or for a crop to be planted not actually laying them and planting them and building them or that's the way I see it (the cooking however I have no idea how to explain)
I like your suggestions Oxhorn, they make a lot of sense. In my latest playthrough though, I use two star hubs. One in Starlight Drive in for the northern settlements and one in The Castle for the southern settlements. And of course one provisioner between the two hubs.
Just watched this video. Gave me some fantastic ideas. Thanks. Gone back to playing FO 4 since my broadband has died. Forgot how great this game is. And the Mods have given me a new gameplay again.
Hey Oxhorn Would you do a minimal number of settlements and build space with the greatest effectivenes and profit of resources and income guide? The "LESS IS MORE", "Maximum order, efficiensy and profit" mindsets: As in, only a few easy to invested settlement combinations. 1.Ample local resources and build space. 2.easily fortified. 3.intuitive. You know the minimal number of settlements with the most advantages. Less settlements, maximum investment and profit with minimal build space,I like to minimise the run around.
Strict minimum is likely going to be Sanctuary, The Castle, and V88 - though you can avoid those, only at the cost of major plot points and the V88 DLC. For what you are after, good settlements are Sanctuary, Abernathy, Sunshine Co-op, the Drive In, Greentop Nursery, County Crossroads, Finch Farms, Nordhagan Beach, The Castle, Spectacle Island, Warwick Homestead, and V88. Those are the ones with large build spaces with tons of area for crops. Sanctuary is likely the best - it is easy to fortify by walling between the houses with defense towers on the foundation near the bridge, the road to Vault 111, and the foundation next to the house with the tree leaning on its back. Tons of resources (metal and wood), tons of farming room (around the playground), intuitive, and with natural water. Warwick is likely second, with plenty of water (in the tanks), and only one side in need of fortification (all the attacks are from the front at the fence). The Castle is also easy to defend if you use foundation blocks to rebuild the walls (a defense tower in the center of the courtyard and most at the door). Nordhagan is okay, but not as intuitive for defense, since you need to "move" the settlement to the other side of the shed and you can't move the family out of the shed - so they will always stray. County Crossroads is the same way - you need to fort up the farmland, while the water, workbench, and campfire are out front and covered - meaning you will lose water pumps (I often don't use the open water there). Vault 88 is fine, but you have to go through the quests and clear it out and once opened you have attacks from three different and far off points. Spectacle is huge, so you are best just building a castle some place to make a smaller area to deal with (though your settlers will wander about). The Drive in is good, except that space for planting is off to the side - I castle up the workbench, farmable dirt, and the water in a fort. Abernathy, Greentop, and the Co-op all lack water.
Oakspar Oakspar I prefer Taffington boathouse: I use concrete foundations to build from the waterfloor to the surface and build upon it a concrete structure that houses the living quarters,trader floor,office,Diner,power ware house next to it and make the building tall for the sake of turrets and use barricades with an alarm post to station patrols and plant a small mutfruit plantation to suport the people and finaly the purifiers. Artillery Sanctuary: I use the Concrete buildings each with turrets on top. Building one: trader floor and Diner. Cooking station outside or inside depending on model Building 2: 2 floors ofLiving quarters Farming plot for food and crafting materials and an alarm post Building 3: Companion floor crafting floor Office floor Purifiers on the river Artillery Alternatively i could use the vault buildings but i guess they cost more. Spectacle island: Same as sanctuary but denser and use concrete foundations to build garden plots on them and maybe fewer but taller buildings. And finally the castle:Rebuild the walls and fortify to max with artillery modest farming and water and then conect it to the center of the suply lines,The mechanist lair, For this to work complete vault 88 questline and send the overseer to her mery way,then proceed to loot that hole completely and send of the residents to a better settlement,also complete automatron. A total of 5 settlements and only 3 demanded a lot of attention to make. 3 living and work 1 strategic 1 Provisioner congregation and sendoff. DON'T FORGET TO PUT THE WHITE SETTLEMENT CONTROL CONSOLE IN THE OFFICES!
Oakspar Oakspar But if possible i'd like Oxhorn to make a video on the subject,he most likely knows more then i do. "Less is more" "Maximum order,efficiency,profit" The least settlements,least buildings and teritory possible,with the best resaults of safety,profit,order,space efficiency with good local starting resources and most importatnly best teritory with the most advantages.
I think you are missing Somerville, which has a very large area as well, I'd guess about on par with Abernathy/Starlight/Sunshine. Way more difficult to set up and extremely hard to defend properly, since the majority of attackers, at least in my game, spawn directly next to the house, so all walling is more or less useless. I also found setting up County Crossing pretty intuitive. The perimeter is easily walled (classic walled, not foundation walled), the ruins have a good size to build a new house (or its foundations) within. Only problem indeed is the water, can't really close your defences over there if you want access with a purificator. Greentop is a boon, with a large enough house and loads of dedicated farming space already set up - but defending it is rather annoying. There's just enough space to wall it all in, but it gets pretty crowded then. As for Abernathy and Starlight, which I consider the "easiest/best" options for a straight up build without much thinking (but both are very north western, as is Sanctuary of course), you should remember that you don't have to fence the whole area if you are not using it. You can always expand later. Places to avoid are probably Tenpines, Zimonja, Hangman (though probably the easiest set up for defence), Jamaica (as much as I like that place) Coastal, and Oberland (though the last one is one of my best settlements, I did need some time to set it up - and it is not walled). Also Finch and Slog can become very annoying, since often when visiting, some wandering settlers or provisioners will get seen by the nearby forged, so it's a lot of fighting. (Also had that happen with Zimonja - but that lone raider ain't that much of an enemy - and Greentop with the nearby Super Mutant farm) Other easily defensible spots are Kingsport and Croup, where you can use the cliffs to your advantage and bottleneck enemies. Another actually quite good spot is Murkwater, if you're willing to build a multi story building within the existing structures, but it will suffer heavy attacks all of the time, even at 400+ defence. And a dozen Super Mutant Warlords are nothing to be sneezed at.
Ulkomaalainen One strange thing i noticed,after finishing vault 88 and automatron questline and then transfer ALL available resources there to sanctuary and the rest of the settlements you gain,you invest nothing, but only in sanctuary using the rest as buffer zones,and simply build a multistory concrete building and the existing shack near it as a workshop and ware house and build great deffences on the shack and the building,and then a little more on the side with some upgraded robots like Curie,Jezabel,Ada.
A great benefit to the Hub/Constellation methods is you can more or less predict the path the provisioner will take and if you equip them well you can effectively create patrols throughout the Commonwealth that will make traveling significantly safer, especially in Survival.
I generally use the Star method centered around Vault 88 which serves as my central warehouse, but all my provisioners are robots (so that I can rename them to " provisioner"), which means that lore-wise they won't tire out, and they patrol their provision routes. All provisioners are first sent to the settlement they're provisioning, then assigned as a provision route to the hub, so they count against the population of the individual settlements rather than a lump sum at a single settlement.
you could cheat your charisma to high numbers, as max settlers is based on charisma, and how many people are unemployed. so, console command your charisma to say... 100... you can get a lot of settlers.
I make sanctuary my central hub where I drop off all my materials including the ones I get from other settlements and then make supply lines from every settlement to it. Glad I was doing it the right way
Not sure if I missed it being mentioned but on the 'star system'. That's also useful if you're going to use Automatron provisioners - Automatrons mess with settlement happiness so if you have them all based at somewhere like the Mechanist's Lair, they won't affect human populations.
Yes, I am. But if you are considering making some caps and do not having to worry about shortage of material's then it is an very important part of the game. Without it I would have to use console commands.
if chose any random settlement and killed everyone off, or just choose an abandoned one, and used it as a home base, you could easily take materials back and use them for yourself. My first play through i didn't do any settlement building.
I do something similar to the first hub idea except I split it up into 3 hubs, starlight, Jamaica plain and county crossing. And all of my provisions are heavily upgraded robots and they always originate from the satellite settlement and because they are robots, I can name them "sanctuary-starlight" and if I randomly came across one, I would know exactly which line I am seeing. In case one goes down, it makes it easier to repair or replace from the settlement that sent the robot. And each hub has color coded robots. All white ones go to starlight, orange ones go to Jamaica plain and blue ones go to county crossing.
I would want to see a video about your set up of that mechanist layer manufacturing machine. What does it do? Where does it start and end? Is it for aesthetic and did you have a role play reason and how did you make it loop?
Not sure if this has been suggested before, but another type of supply lines plan is a combination of the Star and the Hub methods. So there would be 3 stars which act as the hubs and the 3 hubs are connected to each other. I can't take credit for this method, SarDeliac is the one who shared it with me, but I really like it.
Our system is a combination of Hubs and the Star, with civilian settlements relying on Hubs and specialized "Minuteman firebases" all connecting directly to the Castle. The Mechanist's Lair is then used to bridge the separate supply networks. We also try to use robots for the Minuteman network and more dangerous urbanized or southward settlements, while retaining human provisioners for areas that are right next to one another or in relatively safe spots. Sometimes, we'll use unique human provisioners (such as a few people in Pack masks near the Nuka World settlement link or a parishioner for our border station at Outpost Zimonja) if it seems to fit an area's aesthetic storytelling.
I just wanted to say thank you to Oxhorn for making this video. A large portion of my views came from this video's suggested videos. Thanks. Love ya. 🤘🏻
Thank you for your help. This video and others you make help me with my builds immensely. I don't have a ton of time for video games so you really help make my gaming time better. Thank you so much.
I did utilize the Boston Airport on my survival BOS playthrough. Although my primary location was Hangman's Alley. But if I ever needed to do upgrades and scrap between quests or get a save and a heal following some nonsense I'd just drop down from the Prydwen and carry about my day. It was also a hugely convenient spot for my Institute teleport.
I don't know if anyone has mentioned this below, but one method that could be used in role-playing is to divide the Commonwealth into districts, where you create a loop within the district and choose 1 settlement to connect to the neighboring district. You then assign one companion to that district to act as the district head.
I'm doing a variation on the loop. For the smaller settlements I'll have the robots be the "go betweens". I didn't think you could have so many provision-ers out of any one settlement though, I thought the max was 3 or so, or did the patches change that so you could have more flowing from the settlements? I was sticking with the 2 maximum per settlement for primarily that reason.
Yeah, I love this video - I do Option 3 ("Constellation") because I want to always be able to find my provisioners quickly to equip them with good gear, in case I need backup while out and about. Nothing like a provisioner in T-45 with a minigun running to help you with a Deathclaw ...
The Brahmins always get stuck in houses in sanctuary
It's annoying
I usually see them standing on the roof.
Maywither Dragon i put stairs on every roof🤦🏾♂️
Which is exactly why I only have one supply line going into sanctuary
Go to workshp n make a door
@Jonny B mapping is a B especially when there's custom obstacles and objects (PoV from a modder)
Your mechanists lair looks like an Amazon fulfillment center
Edit: Jeff Bezos' dream fulfillment center
he should add glow lanterns for the full piss bottle effect
Amazon produced the Fallout TV series
And I’m at work at Amazon rn watching this with 15 minutes till I’m off😂😂😂
Fulfilling everyone's needs for carrots
Heh, Going to Spectacle Island "by boat"
It's so annoying when i watch the provisioner just jump into the water and start swimming brahmin in tow..
Technomancer hey they gotta practice for the Olympics man they've gotta do well in the supply swimming race
Technomancer I had to walk there in x 1 power armor
I just make robots with mister handy rockets so that they fly over there
Technomancer
Spectacle Island has a working boat?
@@John-uw2je Do they float above the water? I was intending to do that as well.
I think if you go for the Star layout, Bunker Hill makes the most sense.
It is the main trading hub of the commonwealth.
It's the worst setup for console player it's will crash your game
@@Dino2GunZ I am a PC player.
@purpledevilr7463 well let me know how that works out for you
Connect pre existing to covenant and bunker hill
Work own from there
I end up with two stars, grey garden and mechanists lair. As grey garden will never be much higher than 50% happiness, due to native robots, I just put all my provisioners from there, and when complete mechanist, switch all provisioners to robots, and star from both of those places. With one robot each. Two settlements stuck at 50% happiness.
If you make the provisioners go to far away locations and have numerous provisions per settlement going to "random" settlements, granted you do this correctly, you can have a settler helping you fight at almost every location in the Commonwealth. Really handy for survival and you can pretend that they're the Minutemen "helping at a minutes notice". Done correctly this can easily change the way your playthrough will feel
ThePope OfAwesomeness could you elaborate on how you do it correctly? I really want to get the effect you described but I'm fairly confused by supply lines
@@Jellofish777 just make sure your supply lines go through areas with high enemy traffic. If you're really dedicated you can assign a provisioner and follow them to see what path they take. The hope is that they help in a fire fight occasionally or even keep certain roads clear if you're in the vicinity.
They will also group up and travel together eventually between common points
If you wanna make it extra awesome, do the mechanist layer DLC and then create sentry bots and use them as the provisioners
@nubbinsdrive-in4435 that's exactly what I did when it first came out. Completely forgot about this comment
I feel like im over thinking this
You are
As well as me
You think you're overthinking?
You guys can think!?
@@SisuBjörk you gets think!?!?
Dude I just made them all to the castle cause it was the one I was building on the most
I actually think that if you have robot Provisioner you shouldn't have to have Brahman fallowing them. I used big Sentry bots with robo-brain legs and packs Everywhere. Its got more carry weight than a brahman, and complains less.
There is a replace Brahman with Eyebots mod and another to give them Guarddogs. I prefer the eyebots personally because they don't get in the way.
I'm trying out the eyebot one and using a mix of Star and Hubs. I like to think the eyebots are their for recording position and location to make sure they stay on rout and away from dangers.
Wasteland GPS I like it. But for immersion purposes you need to build a eyebot machine (from Automatron) in each settlement that has a provisoner
For the robot with packs + eyebot brahmin combo, think of it like the eyebot as a very basic drone outside of the entire network of robobrains so it can't be controlled by them, and has live video and audio feeding back to be watched, recorded and reviewed at any time back in the Mechanist's Lair, just to make sure there isn't another Mechanist Mistake again, and to keep track of where and when things go wrong.
Indigo Julze lol
7 years late i’m still learning about Fo4
It makes sense provisioners would avoid some areas in southern Boston because there are super mutants everywhere.
ChesterC. Nuts I just turned mine off as heavily as possible and use better settlers
ChesterC. Nuts it also makes sense that they would also avoid the CIT building and for two reasons,
1. Its said to be the original home of the Institute so they would likely be worried about synths.
2. If you do any of the other three quest lines (MinuteMen BOS or RailRoad) then that whole area becomes severely irradiated.
So far I've tried to keep my populations concentrated in very defensible places, Sanctuary and The Castle both have a massive military presence, which I send out as guards or provisioners to smaller farms in the north.
ChesterC. Nuts, it is funny because I have Sentry bots from Automaton going through the wasteland as supply bots. One of them code named TRADER from the castle takes supplies to Boston Airport and passes Bunker Hill. One day I visited Bunker Hill to install an new supply bot and suddenly I hear gunshots and explosions. As I am about to create a new bot it says I can modify TRADER so I know that one was involved in a fight and was kicking ass nearby.
Just now getting into Fallout 4. This helps a ton!!! Thank you sir!!!!
I actually did my supply lines a bit different. I basically created two "trade hubs" - Sanctuary Hills and The Castle. Every settlement is more or less connected to the closest one, and the two hubs are connected as well. So it was basically like your first alternative, but with two hubs instead of one. But I'll probably give one of your options a try during my next run. Probably the one that revolves around community hubs or the highway one!
Before I realized all connect each other, I had 4 hubs for the 4 quadrants. But then one day connected one hub to another and figured it out. Thank you internet.
I made my Red Rocket station as one of the main hubs because it lies on its way from Sanctuary and is kind of my personal base
I love sending a provisioner to every settlement and from every settlement. happiness takes a huge hit at first because of all the resources you'll be missing out on, but it looks super funny and you will always have backup nearby in the field. I did an entire playthrough based on that concept
Did the same thing with robots. I am to lazy to deal with settlers and most of my settlements are robots only because of that. But, the wasteland is safe again!
And i mean litterally. Hard to find a spawn on survival that dosn't get instantly cleared by my Sentry provisioners.
Sith'ari Azithoth no this is the wasteland you gotta kick it up a notch, but only a bit and the next stage is sentry
Me too! My Minutemen dominated the wasteland by the time I was done. Combine this with the mod "Search and Destroy" and it's even more effectiev.
7:17 don't mind me, just bookmarking Constellation, the supply chain route I want to do in my playthrough.
Thank you for that.
I like Constellation too. Might change a couple routes though. I’d want at least one supply line through downtown Boston. I spend a lot of time there and it would be nice to run into provisioners every once and a while.
Hear hear
I been trying to figure how I want it. But I'm thinking I'll have just 1-2 settlements that recruit so I can filter out synthetic (I'm sending all them to one settlement for social cleansing) and having some designated for water,farming and scrapping. And then a few trading hubs that conviently reach all the other areas. I was thinking about filling settlements with army of robots
I definitely want to have some heavy hitters by hangman ally so they can hold the area down.. or maybe no ppl there and it can be my personal home
At least its not raining
P0ELaHa at least the pay is horrible.
I hate you. 😂😂😂
I just heard of a settlement that needs our help.
I'm not a fan of the sun. but it'll better than this
We won't go quietly. The Legion can count on that.
Ox; “I’m calling this route, The circle”
*reads screen*
One idea I had which I never got around to executing in any playthrough was to set up unnecessary trade routes to create my own patrols. I could dress up and arm the provisioner, or better yet, use a robot provisioner, and have them patrol the Commonwealth and help keep it safe.
agree - this is one of the effects of my 4 star setup
Ender Engine Games at least you didn't waste your time having 8 provisioners per settlement 😂
Ender Engine Games we saw how that played out for the mechanist now didn't we
I actually do this. I set up redundant supply lines between settlements, which somehow forces provisioners to group up when they travel, which not only makes them less prone to raiders, but creates safe passageways between settlements by clearing enemy camps between them
My provisioners are my most heavily armed settlers because im lvl 80+ and if they are around when im fighting an encounter they need it to defend themselves xD
Personally, I chained each settlement together so the provisioners had the shortest possible route each as shown in the Constellation. It felt more logical and safer for my settlers. My "job" was to protect my followers, so it made sense to me. I do try to skirt outside the city or other dangerous locations. I arm my provisionists as best as I can, and I do have all the DLC, it just hasn't been opened up to me yet (I recently restarted as I had left my game for so long I forgot both the controls and what was going on in the plot xD My new character is a re-settler, working with the Minutemen to reclaim the world she lost. And has yet to actually go to Diamond City. Main plot can wait til I've tamed the wastelands, damn it!)
Sean can wait.
@@brosef4154 Uh, yeah, sure, he's probably fine. I never got around to completing the main plot, could be dead for all I know, but I'm sure it's fine.
I followed the same logic as you. In fact, my provisioners are heavily armed & armored and MOST are equipped w a mining helmet, cz walking across the wasteland in the dark w a dumb ol stinky Brahmin jz sounds awful
@@kyssedbyfyre915 Consider getting Combat Armor Helmets for your provisioners. I know on the Fallout Mod lists that there's a simple mod that repairs the flashlights on combat armor helmets so you can repair the lights, upgrade the helmets and give them to your provisioners. Top tier head protection plus a flashlight. Short of power armor, what more could you need?
Edit: And yes you can choose between the default, bright, blue, tactical red, and Vault-Boy lights for the helmet flashlights. Just like on the mining helmets and Power Armor helmets.
That's the best way to do it
from a roleplay perspective I aboslutely love the "star" as the minutemen general it make total sense to organize the commonwealth not only from nearby settlement to nearby settlement but to think it as a whole country ^^ however you need to dedicate a settlement to this purpose so great choice to use the mechanist lair as it fits with the robot provisionner thing
this was my thought but I made provisioner settlements, ones that were not practical for fun builds and sent all my extra settlers there, then made each their own star hub to send provisioners out from so that my big towns could keep all their settlers.
Better not tell that to liberty prime, the socialism is too much for him to handle
Except for the circle, the star makes the least sense from a roleplay perspective. Star is great for some aspects of governing, but if you are really roleplaying in the FO universe and you are having people physically moving goods thru a swamps and cities of enemies to turn around and walk them back across the wasteland to a different location a short distance from the starting point, Preston made a huge mistake in assigning you as the general. Since most areas are self-sufficient when it comes to the few resources in the game, IRL there wouldn't be a frequent need to transport anything all the way across the map.
Though also in terms of Roleplay the star is the weakest tactically. Your putting all your supplies in a single location. If raiders or gunners take and hold that location. The minutemen might just collapse for a second time. I personally prefer to have 3 highly defended hubs. One at oberland station, one at Hangman’s alley, and one at the Mechanist’s lair.
@@thejanssen6030 I like the star best as its simplest and require at most 2 settlers each location, 1 for food and 1 for supply line.
Time Stamps:
1:38 The Star
5:09 Hubs
7:20 The Constellation
9:35 The Loop
Good video.
Another option (which is the one I favor) is modeled after how large retail corporations organize their supply chains. Namely, I have three regional hubs (Starlight, County Crossing, and Jamaica Plains) which were chosen for their centralized location relative other settlements in their area.
There is one trunk line that connects these three settlements; Then, all NW settlements connect directly to Starlight, all NE connect directly to County, and all SW/SE connect directly to Jamaica. I do have one or two exceptions (like Outpost Zimoja connecting to Starlight through Tenpines Bluff), just because it's more practical given how close they are together.
This is a nice balance between efficiency and organization. It looks like on the map, it's immediately clear when a line has gone dark. it keeps the "neighborhood" vibe, and it keeps settler travel times relatively short. It also allows me to roleplay with the idea of capital cities, with these being among my largest, and most well-designed cities.
I do this too.
I literally run everything from Spectacle Island. I consider it my Capitol. But maybe I should make more capitols
I do this two, but I use Hangman’s alley for it’s proximity to Diamond city, and Oberland station cause it’s the next closest. These two cover my Civilian settlements, and use settlers as provisioners.
The Mechanist’s Lair, and Robot provisioners is used for my Various Minutemen Military Bases. The Castle, the prison on Spectacle Island, The Boston Airport Salvage, and Research site, and a few others. I only do the Robot Provisioners on military settlements because Lore wise. I think that Robot provisioners would make a settlement a large target, and I don’t wanna lead Raiders to Finch Farm where I’ve only set up a few turrets to defend the settlers.
“I felt that the marshes between Somerville Place and Murkwater Constuction Sight would be a difficult journey.”
PROCEEDS TO PLACE A SUPPLY LINE BETWEEN SPECTACLE ISLAND AND WARWICK HOMESTEAD.
Thanks for the vids oxhorn. You show a lot of stuff about lore and the workings of Fallout 4 that others don't. I stumbled across your channel about a week ago and I'm thoroughly entertained. Keep 'em comin' man.
Thanks, I will!
yeah man same here but 9 months after you his videos really got me going again to play fallout 4
Kevin Tate man welcome
I've been watching ox for years. Anyone remember what happens when you go camping with an elf?
Usually I divide the map into sections and give each a hint.
- Starlight Drive In: Northwest
- The Slog: Northeast
- Egret Tours Marina: South
I then make those hubs big in a realistic way, and add in all the merchants, clinics, bars, and restaurants. Those hubs then all connect to The Castle! Sanctuary is usually my biggest settlement that isn’t a hub too, simply because it’s got a lot of prebuilt houses and lots of space.
I also outfit all my guards with gear from the Militiarised Minutemen mod. Boy that’s a must have. And arm them out with a variety of guns from mods. For instance I usually give the Privates at Sanctuary R91 assault rifles, the Corporals AKs, and the Sergeants get Service Rifles or something a little more customised. My Scouts/Rangers also get M1A rifles and look awesome with their hoods, scarves, and mufflers. Provisioners also get Steyr AUG A1s and I typically give them the cavalry hats, rolled up sleeves, and the aviators to make them look like full on badasses 😛
Now, why am I typing all this? Well it might give someone ideas for making things more immersive or whatever 🙂
Yes! Militarized Minutemen is a must-have mod, because It's also a good way to not shoot your provisioner in a third-party gunfight. The militia hats are great way to differentiate friend and foe.
Good video. I've already done most of these, so here are the downsides to the different types. (This is advice for new players.)
1 - Star pattern - Good, simple, easy to use, but all the lines on the map make it difficult to see which settlements are connected because lines connecting two settlements may go over another settlement in between them. This makes it hard to tell when provisioner lines disappear from the game (a common bug).
2 - Circle pattern - Always leave a break somewhere so that it is not a complete circuit. Once you get one or more "loops" in your supply line chain, there is a bug that starts causing problems with the Settlement Workshops screen in your Pip Boy. Bethesda claimed one of their patches fixed this, but it never did.
3 - Layout advice: Connect your settlement to the nearest settlement already in your chain. Don't have more than two supply lines connected to any one settlement. Don't make any loops or circuits in your supply line chain. Try to avoid connecting settlements in a way that forms a straight line (such as Sanctuary to Red Rocket to Starlight Drive-in, which looks the same as connecting Sanctuary directly to Starlight Drive-in). If you use robots, don't give them any upgrades because there is a bug that resets robots to the base "automaton" state and all the resources you spent building it up are wasted.
Hope this helps!
1 also first one is imho bad from ingame and rp sense since those which are on periphery would take too long for that trip
2 what kind of bug?
3 Why though no more than two. I always connected settlements to all other settlements which are close. And never really had problem
You made a lot of statements as matter of fact in 3- with no reasoning to back them up. Please explain.
The easiest best way is to daisy chain them. After discovering Red Rocket, go back to Sanctuary and create a supply line to RR. Then return to RR. You can then access the junk in Sanctuary from RR, to create a generator and beacon. Go and discover Abernathy, then return to RR. By then a settler should’ve showed up. Use them to create a supply line to Abernathy, etc etc. this avoids cluttering up each settlement with lots of traders, only uses 1 settlers from each. The only exception is if the supply line would go throw dangerous area. In this case, use a different settlement to create the supply line to avoid nasty areas.
That's the best way
there is no danger in dangerous area, just more fun to wach immortal settler in combat
I have a setup where all of my settlements that have a water source like a stream or pond or whatever are all linked in what I call the Commonwealth Underground River, and then from those settlements supply lines extend to the other nearest settlement without a water source. I do this for RP reasons mainly.
similar. it may be pointless in reality but I like to think that more direct connections to water settlements is meaningful somehow
RP? That is extremely roleplay-unfriendly.
@@Ludovicus1769 to your roleplay. Not to his.
@@ivanbarreras9445 Nope just in general, the Commonwealth is modelled after Massachusetts irl, and I don’t remember that being in Boston, and definitely not that being written down in the Fallout franchise. This is just another example of someone not liking the post-apocalyptic setting, but still wanting to play Fallout, and because Fo4 is the one that lets you RP the most openly in the franchise they choose to do it in that game.
@@Ludovicus1769 so your point is?
I love the background music you use; it's a refreshing change from the FO4 soundtrack, but is still very much in keeping with the world. Nice touch.
You just gave me a reason to finally build factories. I just didn't feel like the idea fit the immersion of the game, and that's most important to me. The idea of a place where the Minutemen sort and scrap things makes sense with the lore. Definitely going with hubs. Love it! :)
I have a way how I manage my supply lines which I really like, and I think other people would too. You'll need 2 mods for it but that's it. One of them allows you to assign your settlers to Power Armor and the other makes that Power Armor of every NPC indestructible. I assign my provisioners to a full suit of T-60 Power Armor and equip them with a basic Minigun. That way, you'll randomly get fire support by a walking tank, followed by a Brahmin. The chance of getting fire support of course increases the more supply lines you have.
Ah yes, that Brahmin T A N K
great idea. that way commonwealth is both bustling from commotion and constant ''trade' from your caravans and also is safer place because caravans double as patrols
@@MsKeylas Bloody hell mate, it's been four years. But yes, that was definitely my experience. I would quite often come across the sound of a minigun in the distance, or have a power armor charge to my aid in the middle of battle. The more concentrated the supply lines got, the more often it happened.
The one I tried was a Star/Hub Combo, basically meaning I picked a few settlements to be MAIN points and have them branch into the other ones close by, with the addition of two mains being used as DLC connections
this guy sounds like woody from toy story
jacob nelson "YOU ARE A TOY!"
jacob nelson Woah Tom Hanks plays fallout? haha
thank you i was sat there like i know that voice haha
WILSON!!!!
holy shit i just noticed hahahaha
i like the eyebot replacer for the pack Brahmin
Sleepy .Time I was wondering what was with all the eyebots
“But if you want to see a nice pretty circle when you look at you supply lines on a map”......
That’s the most awkward circle I’ve ever seen.
in all honesty i am doing the loop only because i "feel" it might be the safeist and most practical idea around. down town is a mess and it is a death trap.
*****
i get crashes while running ani-crash mods around the hospital in Fall out (the one with the death claw in it) that hole area is bad for crashing
thatbatmancomic that's just poor optimization from Bethesda honestly
RoboGameBoy64
what else is new? XD
thunderlord2200 VATS freezing the game occassionally on Survival mode, not sure how they managed to fuck up one of their own game mechanics that badly.
RoboGameBoy64
its beth, the way they fuck up survival so badly? (it was a normal part of the game at one time where everything was limited and meant something or saving for a later boss fight or worse) i mean make it fell like how the main-brand name fallout used to feel. they way fallout 4 felt is worse then a barebones game that they just threw on fallouts name..
---this is me just rambling on like normal xD--
read if you want to --------------------------
everything that made a good fallout game good they dumb-ed down and striped out.. they would of made a real shooting game With everything making fallout fallout while giving alot more... then a copycat received plot that was worse then the one they based it off off.. i felt game was over after i killed Kellogg.. never gave 1 cent about the baby. i could of mad a better story in my sleep that aguested to if u want to find the baby or u just dont care and u rather take revenge on the murderer of ur wife.. but the way i do it was aguest it so u find him or he finds u anyway, but in my base i make baby a rader king pin.. xD
Bruh I sent my provisioner from Sanctuary to Hangman's alley ffs
I use bunker hill as my central settlement for my trade routs because it's very central and it's already a trading settlement and I like the movement of all my provisions towards central Boston
I've been enjoying one that's similar to hub, star, and constellation, where all the settlement lines lead to a single settlement in the middle, but they follow a line from settlement to settlement to get there instead of directly heading to the central settlement
One little thing I would like to add that I have noticed from my playtime...
You might NOT want to see your provisioners "out in the world" very often.
Why?
Because when they are NOT in the same area as you they are "immortal", and will not be killed.
However, if they are in your general area, and enemies spawn, they can get killed....and get killed even easier the higher level you get due to the spawning mobs being leveled to your level, and the provisioners always staying a relatively low level.
thats always fun tho. AI battles are my favorite
Sorry for replying to a 3 year old comment. I thought this was proven false by the wiki and a reddit post.
Edit: just tested it myself and my provisioners get knocked down, not killed
@@werdle92 right, like the diamond city guards just getting into shootouts with the local supermutants, i'll just kick back and watch them shoot at each other, i'll put in a few shots to aid the losing team but that's about it
For each of my minions they kill, 3 more shall rise!!! Eventually, your console or PC will fear you and play nice. ;-P
From what I recall, I believe that if you take on an automatron as a companion and then release it, it becomes essential. My memory is fuzzy on this, though, and so will require some testing to confirm this.
Sanctuary: 74 settlers, 87% happiness.
Level Up (8)
Jesus Christ dude, and I thought my combined 45 settlers was impressive.
I love your contraptions at the mechanist's lair! I used Boston Airport for my robot provisioners and there is a little more room. Do you ever have problems with your robots coming back reduced to their base condition? Mine frequently do and I have to spend resources modding them back up. I wonder if it is because they get into battles?
I use Starlight Drive-In as my hub. It's big and centrally located.
WUZLE I use sanctuary as mine. I built a big ass barn lol and my map looked just like his first example
Sanctuary isn't a bad choice as it is very large. Some of the small settlements wouldn't work at all as far as I am concerned. The drive-in is perfect to my mind since it's fairly centralized and you get a nice star pattern of supply lines.
Me too. I always turn the projector building and make it the starlight inn
@@sidneycoakley1524 You turn it into the Starlight Inn? I'm not sure what you mean by turning it.
@@WUZLE build around it and turn it into a housing complex. I use sim settlements and basically build apartments.
I have been watching your videos for some time and really enjoy your content. Late for the bandwagon (last post was 2yrs ago?!) I wanted to comment. After playing Fallout 4 since its inception, I recently tried the “Loop” and it may have a tactical advantage. As you stated, it avoids many areas, however, many of those like downtown Boston are also dangerous areas as well. The loop seems to avoid many of these points of conflict by using a safer route for my provisioners. It was something to try, but I do agree other methods are more profitable.
Regarding profit, have noticed hubs with more incoming provisioners tend to produce more income. I once made Greentop Nursery and Vault 88 my two main hubs and I found 10k in bottle caps in their workshops compared to 4K in all the others during my collection runs. I thought that was very interesting. Anyway, thanks for listening and thank you for you work and dedication toward this game.
very long and a constructive comment, but not a lot of people are gonna see this, man :D. still thank you for the heads up!
Playing the 1st playthru where I actually care about settlements in hardcore mode with mods. My settlements are really cool and growing on me but i didnt know how the supply lines worked. watching this video blew my mind with how it actually works. It was extremely helpful and your settlements/all of them were super cool! Thanks bro!
why do i keep getting ads for scientology its moronic
Scientology is a fraud.
Don't you mean Huboligy😀
Because you're not smart enough to use ad-block?
rhinoburger Praise the Hub!
Arathorn Dezeus good sir can I intrest you in the glory of the hobology:)
Oxhorn, you're still the best. Thanks for this vid - setting up my first supply lines next time I play!
Or easier solution, get rank 4 for the carry weight perk and now you're the supply line (;
Tristan Kennedy on survival mode? no fast travel it still takes hrs to run around commonwealth
Hah!
Jajaja bad solution! :v
Tristan Kennedy or use vertibird
I am the supply line for my creation club and free mods player homes
I feel like using the Castle instead of the Mechanist's Lair would make more sense.
Alpha he says that the lair functions as a central warehouse, not as a headquarters.
Mechanists Lair is great for roleplaying and having a secure ass bunker for survival, building in it sucks tho
Tyler Jaynes I'd stay in there and fap and eat cram for the rest of my life
That's what I use
I used taffington boathouse because it has water which could be used for transport
Oxhorn you do the BEST Fallout Videos period!!.
Thank you!
+Oxhorn. NO THANK YOU.
I have never seen such a fanboy.
holyshaman no stfu
This is awesome. I have been playing fallout since it came out and never once messed with supply lines. I really like that you can turn a settlement into a hub like that. Very nice work as always!
The purpose of The Loop method has to do with supply line disruptions. If you have half of your settlements connected to the other half via one supply line and that provisioner is attacked, then your supply lines are cut in half. The Loop fixes that but making the lines into a circle, if a supply line is interrupted between two settlements then the line continues through the other direction.
Settlers are set to protected, you can use placeatme(while in god mode and not fighting back) to add 50 or even 100 raiders just as a settler doing supply lines walks past in the middle of nowhere and eventually all the raiders will be dead even though the settler should have died tenfold the amount of raiders. If you have a broken supply line the settler assigned to it is at home sandboxing or you killed it.
The best method is once you open a settlement go to the last one opened and assign a provisioner to the newest. Nothing fancy. Doing that ensures you have crafting materials to build the settlement at the start and it is the most efficient for the player. Yeah some routes can be really long... doesn't matter, what does matter is having the supply line. Not only is it the esiest method to use it is better if there is a broken supply line. Yo will know which settlement the provisioner is from by following the lines. And if you want to fast travel and check each one and collect you food and cap[s... follow the lines from Sanctuary to each one in order.
I tend to do a very complex version of The Constellation with a long term goal of having Previsioners between every neighboring settlement.
The reason for this is because I play on survival mode, and in survival mode you need to build a character that is extremely balanced, which means you may not be able to survive many encounters.
You need to take care of yourself with food water and medicine, and the enemies are an awful lot tougher.
Settlements become much more than a new place to build and make caps. They are now a safe refuge, or a place to flee to or resupply your food, drink, and medicine.
Previsioners become your roadside guardians, and do so very effectively when outfitted with armor and good weapons (Robot Previsioners are the shit because you can give them heavy weapons)
When you have allot of well armed previsioners on the roads, you can travel with relative safety, and if you leave your extra supplies on them, you have a backup plan when personal supplies run out.
Survival mode is very game-changing and offers a much longer-term, more challenging playthrough.
And we’re back at it again
I love the idea of robot supply lines and replacing the Brahmin with Eyebots. So much so that I created robot workstations in Mechanist's Lair, Grey Garden, Starlight, and Murkwater as Hubs with Greentop, Covenant, or Taffington and Hangman's as east/west transfers. My hubs are connected to 6-9 surrounding settlements most of which share with only 1-2 adjacent settlements but I must say I was inspired by your video.
I completely cleared Bunker Hill and never knew I could build there. Where is the workshop?
Koakoa45 it's behind the doctor's stand.
you have to be near the end of the main quest to get it
You need to talk the the mayor lady and do the quests for them. With that done, once your main faction wipes would another or becomes dominant. For me, I did Institute right up until "Battle of Bunker Hill" than told the Railroad and Brotherhood, and once I was there I used my Minutemen fair-gun. Didn't so much as shoot the breeze until I got the main objective, than I killed the Institute soldiers and saved everyone. Than I left the Institute. Next time I went through Bunker Hill. (To Loot all the Rail guns and power armour.) The Mayor came up to me and said, "You clearly pull some serious weight around the commonwealth, Bunker Hill is yours to do with as you please, if it keeps us on your good side."
*****
Hmm?
Dude same!! Literally just found out now 😂😂
Thank you, oxhorn for the constellation grid, that idea came in handy with my most recent playthrough. as of now I have three main 'hubs' for my caravans making their way through the Commonwealth. great video man,
A direct supply line between Finch Farm and The Slog? That's brave!
why though?
@@MsKeylas I'm just a bit worried about how such a supply line would run so close to both the Forged and the Gunners...
@@LJVolkov21 ohh ok then, but what if you properly equip provisioners like lot of people in discussions said? Making heavily armed patrols between finch farm and slog, which also carry supplies while they co nduct regular patrols))
@@MsKeylas Yeah, I totally agree. Believe me, I try to send my provisioners out armed to the teeth, in the best armor I could possibly find. But I still saw some of them getting killed despite all those efforts. =( That's why I worry. I dunno, I guess either I give them fully-modded combat armor and plasma rifles or I'm basically screwed...
@@LJVolkov21 hmmm but what if you sent caravans from slog and farm not just to each other, but also to all over settlements close by, wouldn't that increase amount of ''patrols'' and thus make them handle threats better? Plus on that particular route maybe you could make mechanical caravan/patrol with heavily modded droids?
I do a combination because I like there to be more than 2 supply lines in case somebody stays siege to a settlement and strategically cuts off a supply line. I know this isn’t real and only accomplishes wasting a productive settler but it feels good in my head.
Damn I beat the game a long ass time ago and never seen the provision robots.
Jordan they're a mod to replace the pack brahmin with eye bots
Or dogs.....
I’ve never beat it but have restarted and have at least 2000 hrs
I’ve always done hubs, makes it easier to manage. At least one trading post, one water plant, and one that produces food should be tied to one hub (also 2 artillery within said clusters). No matter where I need to go on the map I typically will have a “mega” settlement I can swing by if I need to sell stuff, make chems, etc. One thing I do try to work into my settlements that don’t contribute much is either a bullet factory, cow pastures (for fertilizer), or set up a mini “hunting ground” with radstags. There’s really so much you can do with settlements to enhance a playthrough especially if you do nukaworld and side the raiders which opens up a whole new host of things for settlements
When I first played this game, I thought you had to set up a supply line from every settlement to every other settlement. Didn’t take long for me to realize how infeasible that was, lol.
Well I did the one settlement as the hub and that settlement is hangman alley with the point of that being it’s in the center of the city and is right next to diamond city, one of the reasons that Bunker Hill is such a renowned trading post is because it’s “In the middle of everything” and that’s the same logic with hangman’s alley
In my first playthrough I accidentally made a 5 pointed star in supply lines, once I realised I made more lines just to make it a pentagram
Something I really enjoy, as your settlement number increases your provisioners are seen more and more frequently showing how “trade” is coming alive in the Commonwealth. It’s being “won” back. I would love a fallout that has missions but the story is centered around building settlements establishing trade, protecting the society you are trying to build. The idea being your economic, social and military power represent “winning” the game.
all of my supply lines, every SINGLE supply line of mine goes to sanctuary
I really enjoy your videos - lots of things that I just haven't noticed. Fallout 4 settlements offer the opportunity to create a more immersive environment but they are frustrating because they only go part way toward creating a thriving community. One thing that I do, and that I think creates a more immersive experience, is to have MANY of my settlers at each settlement put on trade routes. That means that each settlement is connected to 5-10 other settlements by trade routes. There are a couple of things this does for you. First, every settlement has provisioners coming and going and it makes the settlement seem more alive. You can actually dump scrap, weapons and armor onto a provisioner and pick it up if you see them again (you can make them wear a hat or something to signal that the provisioner has items) at the settlement they link. By arming and armoring your provisioners they will help you out in firefights if they are nearby. In fact, you'll see your EXP go up randomly because they kill something for you -- very cool. As far as I an tell the provisioners only get "knocked out" in these fights. You can kill them if you use an area effect weapon or have bad aim. It is immersive and entertaining to see four provisioners fighting raiders or gunners along a trade route intersection.
Once you have your settlements up and running there really is no cost to have a lot of your settlers set as provisioners. Food production requirements are easy to meet and I've never seen much productivity from the salvaging activities at the higher levels in the game.
My supply lines look like a spider built its web while tripping on LSD. 🤣
Bro same
I use Assaultrons as provisioners, and set up 5 hubs, each connected to every other settlement on the map. I now have an army of Assultrons that patrol the Commonwealth. In battle, no matter where I am, I now have 2-5 Assultrons that show up and fight on my behalf.
I love that 🤣
While the idea of using Fully Decked Out Dangerous AF Robots as Supply Line Traders is awesome in it’s own right, I just wish I could order my Supply Line Settlers to use my Stolen Raider / Gunner Power Armors as extra Protection while on the Road.
I like seeing Power Armor in action more than I like seeing Sentry Bots and Assaultrons in action. 😊 Plus with the ability use the Contraptions Workshop DLC to mass produce 100,000 of Bullets in less than an Hour…it would put the Bullets to use for those Traveling Settlers to use on the road. I’m already giving my 50+ Settlers fully kitted Gauss Cannons, maxed out Heavy Combat Armor and approximately 5,000 2EC-Type Ammo per Settler. 😃
I did a star for every single settlement, so each and every settlement is connected to every other settlement... it's a disaster of lines and setting it up, but you see provisioners all the time.
That's what I did
that sounds like hell lololol
I've said it before but I'll say it again. You seriously have the best videos dude
You have no access to absolutely everything through supply lines. You have a peculiar access to food, water, and building components for sure.
You may be not producing any food at your current settlement, but if it is connected to your supply net and there is an overall food surplus, the current settlement food indicator will remain a green zero. But you cannot withdraw a specific food like carrot from another connected settlement workshop inventory. Nevertheless you can cook a recipe with that carrot.
When you attemp to build from the workshop menu or to use a weapon/armory benches or to use cooking/chemical stations in a supply net connected settlement, you have access to a basic components list that includes all components that may be scrapped from all workshops inventories junk.
You can use copper from somewhere else to build that generator, but you can't withdraw that hot plate from that somewhere else.
You can cook a recipe that uses the carrot you left in somewhere else connected workshop inventory, you can build a crop from it, but you can't withdraw that cooked food you left somewhere else not even the carrot itself.
You can't withdraw that Jet you made and left in another connected settlement workshop inventory. But you can make a psychojet from it at a chemical station at your current connected settlement.
You can't withdraw the weapons from another settlement through supply lines, but you can attach all mods you left in the connected workshops inventories all over commonwealth.
Logic is something Bethesda is running out.
Just make sure to leave in the workshop inventory of the settlement you are at all junk scrapped and all the food harvested. Their other use is to trade.
Be aware of:
The water you leave will only be accessible through recipes at cooking/chemical stations.
The weapons you leave won't be accessible through nowhere else under any circumstances. Consider disattaching and archiving their mods in the connected current settlement workshop inventory and scrapping the weapons itselves.
I mean logically speaking you would in reality be Laying a plan for say a generator to be built or for a crop to be planted not actually laying them and planting them and building them or that's the way I see it (the cooking however I have no idea how to explain)
I like your suggestions Oxhorn, they make a lot of sense. In my latest playthrough though, I use two star hubs. One in Starlight Drive in for the northern settlements and one in The Castle for the southern settlements. And of course one provisioner between the two hubs.
3 years later and I'm watching this video to remember how order my supplies lines
6 years later and I'm still rewatching this video to remember how order my supplies lines. Thanks
My supply lines are messy. Every settlement sends provisioners to every other settlement.
Sounds cool seeing all the people traveling though
Just watched this video. Gave me some fantastic ideas. Thanks. Gone back to playing FO 4 since my broadband has died. Forgot how great this game is. And the Mods have given me a new gameplay again.
Hey Oxhorn Would you do a minimal number of settlements and build space with the greatest effectivenes and profit of resources and income guide?
The "LESS IS MORE", "Maximum order, efficiensy and profit" mindsets:
As in, only a few easy to invested settlement combinations.
1.Ample local resources and build space.
2.easily fortified.
3.intuitive.
You know the minimal number of settlements with the most advantages.
Less settlements, maximum investment and profit with minimal build space,I like to minimise the run around.
Strict minimum is likely going to be Sanctuary, The Castle, and V88 - though you can avoid those, only at the cost of major plot points and the V88 DLC.
For what you are after, good settlements are Sanctuary, Abernathy, Sunshine Co-op, the Drive In, Greentop Nursery, County Crossroads, Finch Farms, Nordhagan Beach, The Castle, Spectacle Island, Warwick Homestead, and V88.
Those are the ones with large build spaces with tons of area for crops.
Sanctuary is likely the best - it is easy to fortify by walling between the houses with defense towers on the foundation near the bridge, the road to Vault 111, and the foundation next to the house with the tree leaning on its back. Tons of resources (metal and wood), tons of farming room (around the playground), intuitive, and with natural water.
Warwick is likely second, with plenty of water (in the tanks), and only one side in need of fortification (all the attacks are from the front at the fence). The Castle is also easy to defend if you use foundation blocks to rebuild the walls (a defense tower in the center of the courtyard and most at the door). Nordhagan is okay, but not as intuitive for defense, since you need to "move" the settlement to the other side of the shed and you can't move the family out of the shed - so they will always stray. County Crossroads is the same way - you need to fort up the farmland, while the water, workbench, and campfire are out front and covered - meaning you will lose water pumps (I often don't use the open water there).
Vault 88 is fine, but you have to go through the quests and clear it out and once opened you have attacks from three different and far off points. Spectacle is huge, so you are best just building a castle some place to make a smaller area to deal with (though your settlers will wander about). The Drive in is good, except that space for planting is off to the side - I castle up the workbench, farmable dirt, and the water in a fort. Abernathy, Greentop, and the Co-op all lack water.
Oakspar Oakspar
I prefer
Taffington boathouse:
I use concrete foundations to build from the waterfloor to the surface and build upon it a concrete structure that houses the living quarters,trader floor,office,Diner,power ware house next to it and make the building tall for the sake of turrets and use barricades with an alarm post to station patrols and plant a small mutfruit plantation to suport the people and finaly the purifiers.
Artillery
Sanctuary:
I use the Concrete buildings each with turrets on top.
Building one: trader floor and Diner.
Cooking station outside or inside depending on model
Building 2:
2 floors ofLiving quarters
Farming plot for food and crafting materials
and an alarm post
Building 3:
Companion floor
crafting floor
Office floor
Purifiers on the river
Artillery
Alternatively i could use the vault buildings but i guess they cost more.
Spectacle island:
Same as sanctuary but denser and use concrete foundations to build garden plots on them and maybe fewer but taller buildings.
And finally the castle:Rebuild the walls and fortify to max with artillery modest farming and water and then conect it to the center of the suply lines,The mechanist lair,
For this to work complete vault 88 questline and send the overseer to her mery way,then proceed to loot that hole completely and send of the residents to a better settlement,also complete automatron.
A total of 5 settlements and only 3 demanded a lot of attention to make.
3 living and work
1 strategic
1 Provisioner congregation and sendoff.
DON'T FORGET TO PUT THE WHITE SETTLEMENT CONTROL CONSOLE IN THE OFFICES!
Oakspar Oakspar But if possible i'd like Oxhorn to make a video on the subject,he most likely knows more then i do.
"Less is more"
"Maximum order,efficiency,profit"
The least settlements,least buildings and teritory possible,with the best resaults of safety,profit,order,space efficiency with good local starting resources and most importatnly best teritory with the most advantages.
I think you are missing Somerville, which has a very large area as well, I'd guess about on par with Abernathy/Starlight/Sunshine. Way more difficult to set up and extremely hard to defend properly, since the majority of attackers, at least in my game, spawn directly next to the house, so all walling is more or less useless.
I also found setting up County Crossing pretty intuitive. The perimeter is easily walled (classic walled, not foundation walled), the ruins have a good size to build a new house (or its foundations) within. Only problem indeed is the water, can't really close your defences over there if you want access with a purificator.
Greentop is a boon, with a large enough house and loads of dedicated farming space already set up - but defending it is rather annoying. There's just enough space to wall it all in, but it gets pretty crowded then.
As for Abernathy and Starlight, which I consider the "easiest/best" options for a straight up build without much thinking (but both are very north western, as is Sanctuary of course), you should remember that you don't have to fence the whole area if you are not using it. You can always expand later.
Places to avoid are probably Tenpines, Zimonja, Hangman (though probably the easiest set up for defence), Jamaica (as much as I like that place) Coastal, and Oberland (though the last one is one of my best settlements, I did need some time to set it up - and it is not walled). Also Finch and Slog can become very annoying, since often when visiting, some wandering settlers or provisioners will get seen by the nearby forged, so it's a lot of fighting. (Also had that happen with Zimonja - but that lone raider ain't that much of an enemy - and Greentop with the nearby Super Mutant farm)
Other easily defensible spots are Kingsport and Croup, where you can use the cliffs to your advantage and bottleneck enemies. Another actually quite good spot is Murkwater, if you're willing to build a multi story building within the existing structures, but it will suffer heavy attacks all of the time, even at 400+ defence. And a dozen Super Mutant Warlords are nothing to be sneezed at.
Ulkomaalainen One strange thing i noticed,after finishing vault 88 and automatron questline and then transfer ALL available resources there to sanctuary and the rest of the settlements you gain,you invest nothing, but only in sanctuary using the rest as buffer zones,and simply build a multistory concrete building and the existing shack near it as a workshop and ware house and build great deffences on the shack and the building,and then a little more on the side with some upgraded robots like Curie,Jezabel,Ada.
A great benefit to the Hub/Constellation methods is you can more or less predict the path the provisioner will take and if you equip them well you can effectively create patrols throughout the Commonwealth that will make traveling significantly safer, especially in Survival.
did you do a video about the sorters
I did a tour of my lair here: th-cam.com/video/nRI6iuRcTWM/w-d-xo.html
I generally use the Star method centered around Vault 88 which serves as my central warehouse, but all my provisioners are robots (so that I can rename them to " provisioner"), which means that lore-wise they won't tire out, and they patrol their provision routes. All provisioners are first sent to the settlement they're provisioning, then assigned as a provision route to the hub, so they count against the population of the individual settlements rather than a lump sum at a single settlement.
How did you get 74 people in Sanctuary? Are there mods that unlimit the max number of settlers you can have?
you could cheat your charisma to high numbers, as max settlers is based on charisma, and how many people are unemployed. so, console command your charisma to say... 100... you can get a lot of settlers.
I make sanctuary my central hub where I drop off all my materials including the ones I get from other settlements and then make supply lines from every settlement to it. Glad I was doing it the right way
"Finally, what is probably the most neat and orderly"
"No real practical reason to do this"
What? lmfao
Not sure if I missed it being mentioned but on the 'star system'. That's also useful if you're going to use Automatron provisioners - Automatrons mess with settlement happiness so if you have them all based at somewhere like the Mechanist's Lair, they won't affect human populations.
This is why I don't play Fallout 4 anymore. You are basically babysiter trying to babysit the whole Commonwhealth.
Milan Pavlovic you are aware they don't force you into the settlement building and that it's there as an option right?
Yes, I am. But if you are considering making some caps and do not having to worry about shortage of material's then it is an very important part of the game. Without it I would have to use console commands.
if chose any random settlement and killed everyone off, or just choose an abandoned one, and used it as a home base, you could easily take materials back and use them for yourself. My first play through i didn't do any settlement building.
welcome to management/supervisory positions, my boy
I like to call my self general or president
I do something similar to the first hub idea except I split it up into 3 hubs, starlight, Jamaica plain and county crossing. And all of my provisions are heavily upgraded robots and they always originate from the satellite settlement and because they are robots, I can name them "sanctuary-starlight" and if I randomly came across one, I would know exactly which line I am seeing. In case one goes down, it makes it easier to repair or replace from the settlement that sent the robot. And each hub has color coded robots. All white ones go to starlight, orange ones go to Jamaica plain and blue ones go to county crossing.
All my supply lines are connected to sanctuary
I would want to see a video about your set up of that mechanist layer manufacturing machine. What does it do? Where does it start and end? Is it for aesthetic and did you have a role play reason and how did you make it loop?
Not sure if this has been suggested before, but another type of supply lines plan is a combination of the Star and the Hub methods. So there would be 3 stars which act as the hubs and the 3 hubs are connected to each other. I can't take credit for this method, SarDeliac is the one who shared it with me, but I really like it.
Our system is a combination of Hubs and the Star, with civilian settlements relying on Hubs and specialized "Minuteman firebases" all connecting directly to the Castle. The Mechanist's Lair is then used to bridge the separate supply networks. We also try to use robots for the Minuteman network and more dangerous urbanized or southward settlements, while retaining human provisioners for areas that are right next to one another or in relatively safe spots. Sometimes, we'll use unique human provisioners (such as a few people in Pack masks near the Nuka World settlement link or a parishioner for our border station at Outpost Zimonja) if it seems to fit an area's aesthetic storytelling.
I just wanted to say thank you to Oxhorn for making this video.
A large portion of my views came from this video's suggested videos. Thanks. Love ya. 🤘🏻
I don't know why i didn't watch this sooner. Your mechanist layer is sick btw!
Thank you for your help. This video and others you make help me with my builds immensely. I don't have a ton of time for video games so you really help make my gaming time better. Thank you so much.
I cant believe how addicted I am to this settlement shit, I thought I wasn't even gonna get into it when I first started fallout 4.
I just got on for the first time and new right away settlement building was key to the game
I did utilize the Boston Airport on my survival BOS playthrough. Although my primary location was Hangman's Alley. But if I ever needed to do upgrades and scrap between quests or get a save and a heal following some nonsense I'd just drop down from the Prydwen and carry about my day. It was also a hugely convenient spot for my Institute teleport.
Me around 6:45 - “The hip bone’s connected to the-thigh bone! The thigh bone’s connected to the!....”
Thanks for the info about how stuff moves around early in the video.
Instant subscriber.
I don't know if anyone has mentioned this below, but one method that could be used in role-playing is to divide the Commonwealth into districts, where you create a loop within the district and choose 1 settlement to connect to the neighboring district. You then assign one companion to that district to act as the district head.
I'm doing a variation on the loop. For the smaller settlements I'll have the robots be the "go betweens". I didn't think you could have so many provision-ers out of any one settlement though, I thought the max was 3 or so, or did the patches change that so you could have more flowing from the settlements? I was sticking with the 2 maximum per settlement for primarily that reason.
Yeah, I love this video - I do Option 3 ("Constellation") because I want to always be able to find my provisioners quickly to equip them with good gear, in case I need backup while out and about. Nothing like a provisioner in T-45 with a minigun running to help you with a Deathclaw ...
I've been watching your videos for about a week now, absolutely love them. keep it up dude :)
"Your neighborhood friendly oxhorn"? lol you change it so much.