Doloc Town Priority Tech Unlock Order
Early, mid, and late Tech Tree picks so you never sit on a gene lab you cannot supply.
Tech Points in Doloc Town are finite until you cycle bulletin boards, faction quests, and story chapters. The Tech Tree spans farming tools, cooking, combat drones, buildings, genes, and automation—and early mistakes (unlocking decor before inventory relief) slow the entire Getting Started curve. This page lists community priority unlocks by game phase. It is not an official build order from RedSaw Games Studio; adapt if you role-play combat or rush story first.
Earn Tech Points primarily from Guildmaster Bellad, town bulletin orders, and mainline quests. Before spending, check what materials and crafting stations each node requires—many players unlock a recipe before the machine that doubles its output.
Early game (Days 1–15, first platforms)
Inventory and storage — Extra carry weight and a nearby storage box prevent ruin trips from ending early. Community early lists rank storage and basic containers above cosmetic housing.
Workbench tier I → basic processing — Planks, metal sheets, and wires feed every other system. Upgrade crafting yield nodes when the tree offers doubling output; see crafting guide.
Watering can / hoe upgrades — First tool upgrades reduce stamina tax on manual farming before drones exist.
Cooking station + 2–3 staple recipes — Unlock recipes tied to stamina recovery (stamina foods reference). Fighting heatwaves without meals wastes days.
Basic combat drone blueprint — Needed for scripted bugs and copper runs. Pair with drone module tiers for barrel priorities.
Skip for now: advanced decor, fish farming extensions, deep gene mutations, automation—unless a quest hard-gates progress.
Mid game (Vertical expansion, gene lab, factions)
Crafting machine level-ups — Doubling plank and ingot output is a community S-tier mid unlock; it funds bulletin gold and bus station repairs from faction guides.
Gene lab + gene tech branch — Unlock once you can afford steady seed input. Read crop gene tiers before burning modules.
Greenhouse / indoor planter tech — Winter income and acid rain insulation. Connects to farming weather prep in the daily checklist.
Bulletin-efficient crops — Tech unlocks for seeds requested in rotating orders (peppers, hops, grapes, mushrooms). Cross-reference items materials for where each drops.
Drone chassis upgrade — Second socket modules (support/chip) before pushing map depth.
Bus station / outpost infrastructure — Travel time is hidden cost. Unlock when wood and stone stacks are stable.
Alchemy or advanced cooking (friendship-gated) — NPC heart levels reveal recipes; plan social routes in the walkthrough.
Late game (1.0 automation, Old City, achievements)
Automation node (Mechanic Mody branch) — Farming automation defines 1.0 endgame: agricultural drones, indoor mini hub, seeding/watering/mulch loops. Priority after power generation (solar/wind) is online.
Power grid upgrades — Lightning and storm weather become assets once turbines and batteries scale.
Construction / logistics drones — Item sorting and recipe crafting from drone stations—quality-of-life for 80 achievement hunting.
Old City Ruins prep — Combat pierce modules, lighting, and Auto-Refill chips from drone tiers; gear gates in Old City guide.
Gene optimization III — Third-slot min-max when bulletin and festival orders demand perfect traits.
Workshop-adjacent QoL — Not on the tree, but Workshop mods may add parallel unlock feel—stay vanilla until story complete if you chase steam achievements cleanly.
Priority table (quick reference)
| Phase | Unlock first | Unlock second | Delay |
|---|---|---|---|
| Early | Storage, basic crafting yield | Tools + cooking | Decor, fish min-max |
| Mid | Gene lab, greenhouse | Drone sockets, buses | Duplicate weapons |
| Late | Automation + power | Logistics drones | Pure cosmetic tech |
Resource loops that feed the tree
Alternate daylight farming with night ruin scavenging when acid rain threatens crops. Community orders on the bulletin board spike Tech Point income—check each morning per daily checklist. Sell processed goods instead of raw ore once crafting doubles are live.
Common mistakes
- Unlocking gene mutations before backup seed stock — Always keep unmodified seeds.
- Ignoring stamina food tech — Ruins take longer without cooking buffs.
- Automation before power — Drones idle without solar/wind; see automation guide.
- Single-track combat — Under-upgraded pickaxe when drone battery is empty softlocks resource nodes.
- Workshop before vanilla mastery — Mods hide weak economy loops you still need in base game.
Related links
- Tier lists hub — genes and drones ranked
- Items hub — what to craft after each unlock
- Tools hub — planning worksheets and routines
- Version 1.0 notes — automation and Old City timing
- Review — how long the full tree takes in 1.0
Spend Tech Points where they remove a daily chore—not where they add a decoration you will screenshot once. Revisit this order whenever a major patch adds nodes or re-prices recipes.
Frequently Asked Questions
Quick answers to the most common questions.
Where do I get Tech Points fastest?
Guildmaster quests, bulletin board orders, and main story chapters. Timed high-reward bulletin quests are the best repeatable source mid-game.
Should I unlock genes or automation first?
Genes usually come mid-game when you can feed the lab. Full automation is a late 1.0 branch after power generation—do not rush it on your first platform tier.
Is this unlock order official?
No. It reflects community consensus for efficient vanilla progression. Role-play or combat-focused saves can swap combat and farming priorities.
What should I unlock before Old City Ruins?
Upgrade drone sockets, pierce or shield-break modules, lighting utility, and stamina cooking. Check tool upgrades for backup melee when battery dies.
Do NPC friendships gate tech?
Some recipes and stations require heart levels with townsfolk. Friendship unlocks run parallel to the Tech Tree, not instead of it.