Fallout 4

Fallout 4

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orleva Dec 15, 2015 @ 1:30pm
Caravan routes... are they really useful?
Ok, so I've set some caravan routes between some settlements, such as Sanctuary, Tenpines, Castle, and so... but when I fast-travel from one another, I don't see any difference in their respective workshops, in the sense that I'm forced to use each one's resources separately, instead of relying on the other settlements ones... maybe am I doing anything wrong?
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Showing 1-15 of 15 comments
Sentient_Toaster Dec 15, 2015 @ 1:41pm 
Resources are shared between them. Maybe there's a delay of how long it takes the first provisioner to get there and back?

Food, water, crafting ingredients are basically automatically used to meet supply or crafting demand. AFAICT it won't actually teleport items in the sense that if you leave a weapon in one workshop it will only be available from that workshop rather than automagically being available at all.
sierra_one_ Dec 15, 2015 @ 1:46pm 
Originally posted by Sentient_Toaster:
Resources are shared between them. Maybe there's a delay of how long it takes the first provisioner to get there and back?

No, I've established trading routes and had my settlement network's inventory available immediately. They all need to be linked together for all their resources to be shared, and even then, I believe only junk is shared among them all. Everything else like aid items, weapons and suchlike needs to be collected from the individual settlement.
Mook (Banned) Dec 15, 2015 @ 1:48pm 
When connected all crafting supplies can be used in between, but if you want to put something from the workshop into your inventory you can't.

You use them to be able to craft weapon mods and Chems etc.

Also mainly for building walls and turrets. Also providing a little bit of food and water
Frostbringer Dec 15, 2015 @ 1:49pm 
Only junk/vegetables/food items are shared, not items like weapons or armor or even fabricated settlement items that you place in storage.

If you have multiple settlements, trade routes are greatly needed unless you like fast-traveling alot to drop junk off at other settlements.
Last edited by Frostbringer; Dec 15, 2015 @ 1:49pm
Mook (Banned) Dec 15, 2015 @ 1:50pm 
Originally posted by Jack Frost:
Only junk/vegetables/food items are shared, not items like weapons or armor or even fabricated settlement items that you place in storage.

If you have multiple settlements, trade routes are greatly needed unless you like fast-traveling alot to drop junk off at other settlements.

Not only those, aid items used for cooking and Chems are also shared when at one of those stations.

Also weapon mods
Zinn Dec 15, 2015 @ 1:52pm 
A neat little tip is giving your Provisioners some good automatic weapons (single shot weapons don't work well with their bad aim). Just give them the weapon and exactly 1 ammo for that, equip then send them off on their merry way. They won't die unless you do it yourself and they will be firing that weapon with infinite ammo.
Mook (Banned) Dec 15, 2015 @ 1:55pm 
Originally posted by Zinn:
A neat little tip is giving your Provisioners some good automatic weapons (single shot weapons don't work well with their bad aim). Just give them the weapon and exactly 1 ammo for that, equip then send them off on their merry way. They won't die unless you do it yourself and they will be firing that weapon with infinite ammo.

Does the aim thing apply to companions as well? Because companions have their own stats.

I thought a non auto weapon would save ammo or something.

They can obviously still use it but I'm wondering now if auto is better for companions
Zinn Dec 15, 2015 @ 2:24pm 
Originally posted by ØпiҠanji:
Originally posted by Zinn:
A neat little tip is giving your Provisioners some good automatic weapons (single shot weapons don't work well with their bad aim). Just give them the weapon and exactly 1 ammo for that, equip then send them off on their merry way. They won't die unless you do it yourself and they will be firing that weapon with infinite ammo.

Does the aim thing apply to companions as well? Because companions have their own stats.

I thought a non auto weapon would save ammo or something.

They can obviously still use it but I'm wondering now if auto is better for companions
Eh I haven't bothered with equipping my companions with good weapons since they still need ammo for it to work and Companion AI is hardly one to recognize the value of conserving ammo...besides just fighting in the general area the companions will grab a better weapon off the ground by themselves.
Mook (Banned) Dec 15, 2015 @ 2:26pm 
Originally posted by Zinn:
Originally posted by ØпiҠanji:

Does the aim thing apply to companions as well? Because companions have their own stats.

I thought a non auto weapon would save ammo or something.

They can obviously still use it but I'm wondering now if auto is better for companions
Eh I haven't bothered with equipping my companions with good weapons since they still need ammo for it to work and Companion AI is hardly one to recognize the value of conserving ammo...besides just fighting in the general area the companions will grab a better weapon off the ground by themselves.

I noticed, but I can't keep myself from seeing them have a crappy combat rifle, so I just mod it out.

Thanks though lol
Last edited by Mook; Dec 15, 2015 @ 2:26pm
Tired Dec 15, 2015 @ 2:27pm 
Originally posted by orleva:
Ok, so I've set some caravan routes between some settlements, such as Sanctuary, Tenpines, Castle, and so... but when I fast-travel from one another, I don't see any difference in their respective workshops, in the sense that I'm forced to use each one's resources separately, instead of relying on the other settlements ones... maybe am I doing anything wrong?
Yeah, it's very useful. Because you can use your junk in your workshop as some sort of cloud storage thing.
Sentient_Toaster Dec 15, 2015 @ 2:47pm 
Originally posted by ØпiҠanji:
Does the aim thing apply to companions as well? Because companions have their own stats.

I thought a non auto weapon would save ammo or something.

They can obviously still use it but I'm wondering now if auto is better for companions

Wouldn't give them an auto weapon unless it's for an ammunition type for which you have plenty, because they will definitely go through it all -- no infinite ammo trick applies.

Also, don't let them have mini-nukes unless you have the perk which makes them not damage you, and even then... they might be able to damage other friendlies. They're known not to use good sense about AOE weapons.
DaddyJokee Dec 15, 2015 @ 2:49pm 
Dont trust them, all of the caravaneers are informants for the Institute
Mook (Banned) Dec 15, 2015 @ 3:14pm 
Originally posted by Sentient_Toaster:
Originally posted by ØпiҠanji:
Does the aim thing apply to companions as well? Because companions have their own stats.

I thought a non auto weapon would save ammo or something.

They can obviously still use it but I'm wondering now if auto is better for companions

Wouldn't give them an auto weapon unless it's for an ammunition type for which you have plenty, because they will definitely go through it all -- no infinite ammo trick applies.

Also, don't let them have mini-nukes unless you have the perk which makes them not damage you, and even then... they might be able to damage other friendlies. They're known not to use good sense about AOE weapons.

I learned the hard way with a quad rocket, made diamond city security hate me for a few days.

That's the last time I use normal companions to hold weapons for me.
Tripas Dec 15, 2015 @ 3:21pm 
Originally posted by Zinn:
Companion AI is hardly one to recognize the value of conserving ammo...

Me in my last game session:

- Hey Valentine, I like that new minigun you picked up, really cool, but you know you don't NEED to waste that many bullets against some random Radstag that we just crossed on our way right?
*5 minutes later*
- ♥♥♥♥♥♥♥♥♥, a Legendary Deathclaw is just bashing my head into the ground, Valentine where the hell is that minigun from before... oh, you've spent all 320 bullets you had spraying random critters and now you're trying to take down this thing with a PIPE pistol. Great, amazing job there buddy.

WHY do we even bother with these guys again? Oh right, extra perks....
Sigmar's Faithful Dec 15, 2015 @ 3:24pm 
Originally posted by .:MrJOkEE:.:
Dont trust them, all of the caravaneers are informants for the Institute

Not the ones I sent... I hope.
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Date Posted: Dec 15, 2015 @ 1:30pm
Posts: 15