Doloc Town Farm and Automation Tips
Doloc Town Farm and Automation Tips

Update Datetime: 2026-09-05 14:51
Farming sim / Automation
Doloc Town Farm and Automation Tips
Using the gene system on the crops that deserve it, building power before drones, and knowing when a farm should stop growing.
Crops
30 plus
Power
Sun and wind
Labour
Drone stations
End state
Hands off

1 Modify the crops you actually grow

The gene system lets you reclaim lost technology and alter the genetics of more than 30 crops, cultivating sturdier and more resilient strains or giving them new attributes.

With that many options the temptation is to experiment broadly. A better rule is narrow: modify the two or three crops that occupy most of your planters, because a resilience gain multiplies by how much of that crop you grow.

Resilience is also the attribute to prioritise first. In a world where acid rain erodes crops and heat bakes the earth, a strain that survives bad weather is worth more than a strain that yields slightly more in good weather.

2 Power comes before drones

The automation chain is described in a specific order: harness solar and wind power to generate clean energy, build farming drone stations, and then unlock end to end automated systems.

Generation is the bottleneck, not the machines
Building drone stations you cannot power is the classic way to stall an automation project. Build generation slightly ahead of demand, so each new station starts working the day it is finished rather than waiting for the grid to catch up.

Solar and wind also respond to different conditions, which pairs with the weather system. A farm that runs on only one of them has days where nothing happens.

3 Automate the boring half first

Automation covers seeding, nurturing and gathering. Those three are not equally worth handing over.

StageAutomate it when
NurturingFirst. It is the most repetitive and the least interesting
GatheringSecond. It is repetitive but at least gives you something
SeedingLast. It is where your decisions live, and decisions are the game

The stated ambition is to go from hardworking scavenger to a laid back tycoon who lets the drones handle the harvest. Getting there too fast removes the part you were enjoying, so automate in the order that removes tedium rather than agency.

4 Ranching is a different clock

Barns and fences, feeding, cleaning enclosures and collecting goods run on a daily rhythm that does not pause while you are away scavenging in the Wetlands or the Old City Ruins.

That makes animals the part of the farm most affected by long expeditions. Add livestock when your routine is stable, not while you are still exploring heavily, and place enclosures where the daily round is short.

Fresh milk and eggs are described as invaluable provisions in the wasteland, so the payoff is real. It is the timing that decides whether they are an asset or a chore.

5 When to stop expanding

Because platforms stack upward, there is always room for one more level. That is a trap in a game where every level adds travel time to everything above it.

The signal to stop is simple: when a new platform would not be reached by your existing power and drone coverage. Expanding beyond your automation means going back to doing the work by hand, one climb higher than before.

Grow in steps instead. Extend generation, extend drone coverage, then add the level. With more than 100 hours of content beyond the main 30, there is no shortage of time to do it properly.

Summary

Use the gene system on the two or three crops that fill most of your planters, and take resilience before yield in a world of acid rain and heat. Build solar and wind generation slightly ahead of the drone stations that consume it. Automate nurturing first and seeding last, so you remove tedium rather than decisions. Add livestock only once your routine is stable, and stop adding platforms when a new one would sit outside your power and drone coverage.

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