

Using your own robot companions from the DLC as provisioners is perhaps a bit overkill, as they are extremely powerful but also costly. So it is a good idea to hand them some armor and decent weapons. Having more than one route might also be wise for key settlements in dangerous areas, depending on how many settlers you can spare. Automatron was kind of a sleeper hit for me, I didn't have much of an expectation after the announcement, and was surprised at how cool it looked in the trailer. It lets you use crafting expertise as a weapon. We can safely assume that anything with energy damage can be increased by Voltaic armor, while all melee weapons can be upgraded to cause bleed damage or extra melee damage based on arms and armor modificationsl, so take this into consideration when building your robot.

This station unlocks early in the Automatron story. A Guide to creating robot companions in Fallout 4 Automatron. Instead try to connect each settlement to the closest one, so you get a network of short routes. Best part about Automatron It opens up a viable tinkerer playstyle. New Weapons: 40 mm Grenade Launcher, 40 mm Canister Shot and 81mm Incendiary Mortar Launcher. updated Fallout 4's New Automatron DLC allows players to build and modify robots at the new Robot Workbench. If you are aware and go kill whatever is attacking the provisioner, they will get up again when the danger is gone.Īlso, avoid assigning them to very long routes. However, provisioners mostly (only?) get knocked down when you personally come across them in the wasteland and thereby spawn all kinds of nasties near them.

Annoyingly, this can bug up provision lines quite a bit. If the provisioner gets knocked down, the supply line will be temporarily broken.
