Doloc Town Gene Combo Planning Worksheet
Track three-slot seeds, weather exposure, and backup stock before the lab consumes rare modules.
The gene system gives each seed up to three module slots and nearly twenty possible mutations. Rolling without a plan burns rare samples from Old City Ruins and stalls bulletin orders. Use this page as a worksheet-style planner: duplicate the tables in your own notes app, or follow them line-by-line before touching the gene machine.
Pair with the community crop gene tier list for S/A/B/C priorities—not official RedSaw rankings—and with daily checklist gene lab windows.
Worksheet A — single crop plan
| Field | Your notes |
|---|---|
| Crop name | e.g., pepper, hop, grape |
| Platform exposure | Outdoor upper / mid / greenhouse indoor |
| Primary weather threat | Acid / heat / storm / none (indoor) |
| Slot 1 (target module) | |
| Slot 2 (target module) | |
| Slot 3 (flex / growth / cosmetic) | |
| Backup unmodified seeds (count) | Minimum 5 recommended |
| Bulletin tied? | Yes / no — order deadline |
| Expected tier rank | S/A/B from tier list |
| Test plot ID | Platform row + planter # |
Pass criteria: Crop survives one full weather cycle without manual rescue and meets yield goal vs unmodified baseline.
Worksheet B — season batch tracker
| Week | Crop | Clone ID | Slots (1/2/3) | Result | Keep / discard |
|---|---|---|---|---|---|
| 1 | |||||
| 2 | |||||
| 3 | |||||
| 4 |
Review at season end: promote clones to main farm, bank seeds in storage, discard C-tier experiments noted in crop gene tiers.
Recommended combo templates (community)
These are starting points—verify on your layout.
Outdoor cash crop (acid + yield)
| Slot | Module type | Why |
|---|---|---|
| 1 | Acid resist | Prevents total loss on upper terraces |
| 2 | Yield II+ | Pays for lab cost via bulletin gold |
| 3 | Growth I | Shortens cycle before automation |
Greenhouse winter (yield + nutrient)
| Slot | Module type | Why |
|---|---|---|
| 1 | Yield III | Winter income spike |
| 2 | Nutrient efficiency | Lowers fertilizer craft burden |
| 3 | Flex / market trait | Festival or gift requests |
Power-farm storm build
| Slot | Module type | Why |
|---|---|---|
| 1 | Lightning affinity | Synergy with turbines |
| 2 | Rain channel | Irrigation on upper platforms |
| 3 | Heat hardy | Transition seasons outdoors |
Link power routing in automation guide before copying this template.
Decision tree before rolling
- Is crop tied to active bulletin? → Do not experiment; plant stable strain.
- Do I have 5+ backup seeds? → If no, farm more base crop first.
- Is exposure outdoor? → Slot 1 must be weather resist from S tier list.
- Is automation online? → Deprioritize growth genes; yield still matters for gifts.
- Am I testing a meme cosmetic? → Isolate on single planter, not main income row.
Failure log (learn from bad rolls)
| Date | Crop | Rolled combo | Problem | Fix next time |
|---|---|---|---|---|
| Thirsty gene + no irrigation | Drop thirsty traits | |||
| Triple resist over cap | Add yield slot | |||
| Died in heatwave | Heat hardy slot 1 |
Failures are data. Log them instead of rage-rolling rare modules.
Storage and naming conventions
Label seed crates in-game if your build supports custom signs, or mirror names in this worksheet:
PEP-AC-Y2-G1-v3— Pepper, acid+yield2+growth1, version 3 cloneHOP-IN-Y3— Indoor hop, yield-focused
Match processed fertilizer stacks in materials crates adjacent to gene lab for fewer elevator trips.
Integration with other systems
Cooking: Ingredient crops (peppers, grapes, mushrooms) need stable genes before you feed stamina foods production.
Crafting: Lab consumables come from crafting guide; batch before marathon sessions.
Drones: Combat drones do not modify genes, but ruin runs supply rare modules—schedule lab days after successful map nights.
Achievements: Some mutations and collections tie to 1.0 achievement set—track completion in version 1.0 notes.
Related pages
- Farming gene system — machines and tech tree
- Tier lists hub — ranked modules
- Tools hub — daily routine
- Guides walkthrough — when lab unlocks in story
- Workshop mods — modded genes not listed here
Plan the clone, then pull the lever. Doloc Town rewards farmers who treat genetics like engineering, not lottery tickets.
Frequently Asked Questions
Quick answers to the most common questions.
How many backup seeds should I keep?
Community practice is at least five unmodified seeds per crop line before risky triple-slot experiments. More if the crop is bulletin-critical.
Can I use this worksheet in-game?
The wiki worksheet is external. Copy the tables into your notes app or track rows on paper while playing on Steam.
What if two modules conflict?
Log the failure and avoid pairing growth-penalty traits with yield-focused builds. See C-tier warnings in the crop gene tier list.
Do indoor crops need weather genes?
Usually no for slot 1 resist. Prioritize yield and nutrient efficiency instead unless greenhouse events break temperature.
When should I stop testing?
Stop when a clone meets your pass criteria for one full season or weather cycle and beats unmodified baseline yield.