Doloc Town Tech Tree Guide – Technology Unlocks, Costs

If you’ve started unlocking technologies in Doloc Town, you’ve probably noticed pretty quickly that the tech tree can get a little confusing. There are four different branches, several technologies require points from other disciplines, and some of the later unlocks are hidden behind multiple possible prerequisites.

That’s exactly what this guide is here to clear up.

Below, I’ve gone through the Agriculture, Industry, Life, and Animal tech trees, including what each technology requires, how many points you need, and what you actually get from unlocking it. I’ve also included the full technology-point progression so you can plan your upgrades instead of spending points blindly.

One important thing to remember before you start: Agriculture, Industry, and Life are available from the beginning, while the Animal tree becomes available during Kenenimuu’s animal tutorial after you build the Small Barn and report back.

Also, if a technology lists multiple possible prerequisites, you only need to unlock one of those listed technologies. However, you still have to pay all the point types listed in that technology’s cost.

Contents hide

Doloc Town Tech Tree Guide – All Technology Unlocks, Costs & Progression

Technology points are separated into four disciplines:

  • Field Study – mainly used by the Agricultural tree
  • Tech Research – mainly used by the Industrial tree
  • Tool Operation – mainly used by the Life tree
  • Nurturing Animals – used by the Animal tree

You earn points by gaining experience in the corresponding activities. When you unlock a technology, the required points are immediately spent.

This becomes especially important later because some technologies aren’t paid for with just one type of point. For example, an Agricultural technology might require Field Study and Tech Research, while an Animal technology might ask for Nurturing Animals plus Tool Operation.

So don’t assume that leveling one tree is enough to unlock everything in it.

Doloc Town Technology Point Progression

The amount of XP required increases as you level up. The XP shown below is the amount required for that individual level, rather than a cumulative total.

Level Field Study Tech Research Tool Operation Nurturing Animals
1 10 XP (+1) 10 XP (+1) 10 XP (+1) 1 XP (+1)
2 30 XP (+2) 30 XP (+2) 30 XP (+2) 10 XP (+2)
3 60 XP (+3) 60 XP (+3) 60 XP (+3) 30 XP (+3)
4 100 XP (+4) 100 XP (+4) 100 XP (+4) 60 XP (+4)
5 150 XP (+5) 150 XP (+5) 150 XP (+5) 100 XP (+5)
6 200 XP (+5) 200 XP (+5) 200 XP (+5) 150 XP (+5)
7 250 XP (+6) 250 XP (+6) 250 XP (+6) 200 XP (+6)
8 300 XP (+6) 300 XP (+6) 300 XP (+6) 250 XP (+6)
9 350 XP (+7) 350 XP (+7) 350 XP (+7) 300 XP (+7)
10 400 XP (+7) 400 XP (+7) 400 XP (+7) 350 XP (+7)
11 450 XP (+8) 450 XP (+8) 450 XP (+8) 400 XP (+8)
12 500 XP (+8) 500 XP (+8) 500 XP (+8) 450 XP (+8)
13 600 XP (+9) 600 XP (+9) 600 XP (+9) 500 XP (+9)
14 700 XP (+9) 800 XP (+9) 800 XP (+9) 600 XP (+9)
15 800 XP (+10) 900 XP (+10) 900 XP (+10) 800 XP (+10)
16 900 XP (+10) 1,000 XP (+10) 1,000 XP (+10) 900 XP (+10)

The Animal tree progresses faster at the beginning, which makes sense considering its lower XP requirements. This also means you can start building up Nurturing Animals points relatively quickly once that branch becomes available.

Agricultural Tech Tree – All Field Study Unlocks

The Agricultural tree is the branch you’ll probably interact with very early. Planting and other farming activities gradually build your Field Study experience, and the tree starts with some very basic equipment before eventually moving into genetics, cloning, and advanced cultivation.

There are 24 technologies in this branch.

Agricultural Basics

Requires: Starting node
Cost: 1 Field Study
Unlocks: Plant Basin – Wood

This is the starting point for the Agricultural tree. It’s cheap, straightforward, and gives you the basic wooden plant basin you’ll need for early cultivation.

Resource Collection – Tree

Requires: Agricultural Basics
Cost: 1 Field Study
Unlocks: Resin Collector

This is your first step toward collecting tree-related resources. It’s also part of the route toward several later agricultural technologies.

Shrub Planting

Requires: Agricultural Basics
Cost: 2 Field Study
Unlocks: Plant Basin – Shrub

Want to start working with shrubs? This is the unlock you need. It’s also the starting point for the vine and wasteland-material branches.

Basic Irrigation

Requires: Resource Collection – Tree
Cost: 2 Field Study
Unlocks: Manual Sprinkler

This is one of those upgrades that makes farming feel considerably less primitive. The Manual Sprinkler gives you a proper way to handle irrigation.

Reservoir Techniques

Requires: Resource Collection – Tree
Cost: 1 Field Study
Unlocks: Wooden Barrel

A relatively inexpensive technology that gives you the Wooden Barrel and opens the route toward the Basic Well.

Vine Cultivation

Requires: Shrub Planting
Cost: 3 Field Study
Unlocks: Plant Basin – Vine

This expands your growing options with vine cultivation. It also leads into the Mushroom Cultivation branch later on.

Wasteland Materials I

Requires: Shrub Planting
Cost: 1 Field Study
Unlocks: Plant Basin – Cardboard

This is the first step into the wasteland-material route and gives you a Cardboard Plant Basin.

Resin Crafting

Requires: Basic Irrigation
Cost: 2 Field Study + 1 Tech Research
Unlocks: Resin Press; Rubber recipe

Here’s where the Agricultural tree starts borrowing from another discipline. You’ll need Tech Research in addition to your Field Study points.

The reward is useful too: a Resin Press and the Rubber recipe.

Wasteland Materials II

Requires: Wasteland Materials I
Cost: 1 Field Study + 1 Tool Operation
Unlocks: Plant Basin – Tire

The material progression continues, but now you need a Tool Operation point as well.

Mushroom Cultivation

Requires: Vine Cultivation
Cost: 3 Field Study + 1 Tool Operation
Unlocks: Plant Basin – Fungus

This lets you move into mushroom cultivation. Again, don’t forget that the extra Tool Operation point is required before you can activate it.

Water Source

Requires: Reservoir Techniques
Cost: 1 Field Study + 1 Tool Operation
Unlocks: Basic Well

The Basic Well is a useful upgrade for your water infrastructure and is one of the more practical early-midgame Agricultural unlocks.

Gene 101

Requires: Mushroom Cultivation or Wasteland Materials II
Cost: 4 Field Study + 1 Tech Research
Unlocks: Gene Activation Chamber

This is where things start getting much more interesting.

You don’t need both Mushroom Cultivation and Wasteland Materials II. Either one is enough to unlock Gene 101, provided you have the required points.

Agricultural Industrialization

Requires: Resin Crafting
Cost: 5 Field Study + 1 Tech Research
Unlocks: Electric Sprinkler

The Electric Sprinkler is a big step up from the basic irrigation equipment and marks the tree’s move toward more automated agriculture.

Cultivation

Requires: Resin Crafting
Cost: 3 Field Study + 1 Tool Operation
Unlocks: Compost Bin

This unlocks the Compost Bin and begins another route toward more advanced cultivation.

Supplemental Lighting

Requires: Agricultural Industrialization
Cost: 8 Field Study + 2 Tech Research
Unlocks: Farm Light

The cost jumps here, so make sure you’ve been building up your Tech Research alongside Field Study.

The reward is the Farm Light, which is particularly useful once you’re pushing deeper into agricultural production.

Tree Cultivation

Requires: Cultivation
Cost: 3 Field Study + 1 Tool Operation
Unlocks: Tree Compost Bin

This continues the cultivation route and gives you a specialized compost bin for trees.

Wasteland Materials III

Requires: Gene 101
Cost: 1 Field Study + 1 Tool Operation
Unlocks: Plant Basin – Metal

The wasteland-material branch now moves into metal, giving you another specialized planting container.

Tree Planting

Requires: Gene 101
Cost: 4 Field Study + 1 Tool Operation
Unlocks: Vertical Frame

The Vertical Frame comes from this technology and opens another route into the higher-level Agricultural tree.

Wasteland Materials IV

Requires: Wasteland Materials III
Cost: 1 Field Study + 1 Tool Operation
Unlocks: Plant Basin – Foam

This is the final step of the wasteland-material sequence and gives you the Foam Plant Basin.

Cloning Technology

Requires: Tree Planting
Cost: 6 Field Study + 1 Tech Research
Unlocks: Gene Replicator

This is one of the more advanced agricultural technologies. The Gene Replicator is your reward, and you’ll need both Field Study and Tech Research to unlock it.

Compost Science

Requires: Supplemental Lighting or Tree Cultivation
Cost: 8 Field Study + 2 Tech Research
Unlocks: Compost Grinder

You only need one of the two listed prerequisites. This is handy because you can approach the late Agricultural tree from different directions.

Botany

Requires: Compost Science
Cost: 10 Field Study + 2 Tech Research
Unlocks: Seed Compressor

The costs are starting to get serious here, but the Seed Compressor is an important late-game agricultural unlock.

Gene Editing

Requires: Cloning Technology or Wasteland Materials IV
Cost: 8 Field Study + 2 Tech Research
Unlocks: Gene Extractor

Another branching technology. You can reach Gene Editing through either Cloning Technology or Wasteland Materials IV.

Genetics

Requires: Gene Editing or Botany
Cost: 10 Field Study + 2 Tech Research
Unlocks: Gene Synthesizer

This is the final Agricultural technology listed in the tree. If you’re aiming for the Gene Synthesizer, you’ll need to work your way through either the Gene Editing or Botany route.


Industrial Tech Tree – All Tech Research Unlocks

The Industrial tree focuses on equipment, manufacturing, power generation, batteries, and eventually automation.

There are 17 technologies here, and most of the costs are paid with Tech Research points.

Industrial Basics

Requires: Starting node
Cost: 1 Tech Research
Unlocks: Smelter; Copper Ingot recipe

This is the starting point for Industry and gives you the Smelter along with the Copper Ingot recipe.

Craftsman

Requires: Industrial Basics
Cost: 2 Tech Research
Unlocks: Equipment Workbench

The Equipment Workbench is one of the key early crafting upgrades, making Craftsman an obvious early investment.

Lightning Ward

Requires: Industrial Basics
Cost: 2 Tech Research
Unlocks: Lightning Rod

This gives you a Lightning Rod and starts the power-related side of the Industrial tree.

Rechargeable Battery

Requires: Lightning Ward
Cost: 3 Tech Research
Unlocks: Charger; Battery recipe

You’ll need this technology if you want to start working with rechargeable batteries and the Charger.

Waste Dissolution

Requires: Craftsman
Cost: 3 Tech Research
Unlocks: Garbage Smelter

This branch focuses on dealing with waste and converting it through industrial processing.

Basic Power Generation

Requires: Lightning Ward
Cost: 3 Tech Research
Unlocks: Simple Generator

A Simple Generator is your introduction to actual power generation.

Advanced Refining

Requires: Craftsman
Cost: 3 Tech Research
Unlocks: Charcoal Kiln

This unlocks the Charcoal Kiln and takes the refining side of Industry a step further.

Industrial Drill

Requires: Advanced Refining
Cost: 3 Tech Research + 1 Tool Operation
Unlocks: Rock Grinder; Sand recipe

The Industrial Drill is one of the first Industrial technologies that asks for a secondary discipline. You’ll need one Tool Operation point alongside your Tech Research.

Rubbish Recycling

Requires: Waste Dissolution
Cost: 3 Tech Research + 1 Tool Operation
Unlocks: Rubbish Decomposer

If you’re following the waste-processing route, this is the next logical upgrade.

Thermal Power Generation

Requires: Basic Power Generation
Cost: 5 Tech Research + 1 Tool Operation
Unlocks: Fuel Generator

This unlocks the Fuel Generator and takes your power generation considerably further.

Basic Power Storage

Requires: Rechargeable Battery
Cost: 3 Tech Research + 1 Tool Operation
Unlocks: Small Battery

Generation is only half the problem. Basic Power Storage gives you the Small Battery for storing that energy.

Battery Capacity Upgrade

Requires: Thermal Power Generation or Basic Power Storage
Cost: 8 Tech Research + 1 Tool Operation
Unlocks: Large Battery

You only need one of the two prerequisites. This makes it possible to reach the Large Battery through either the generation or storage route.

Assembly

Requires: Industrial Drill or Rubbish Recycling
Cost: 5 Tech Research + 1 Tool Operation
Unlocks: Assembly Shaper

The Assembly Shaper becomes available once you’ve progressed through either industrial processing route.

Wind Power Generation

Requires: Battery Capacity Upgrade
Cost: 8 Tech Research + 1 Tool Operation
Unlocks: Wind Generator

This adds another source of power generation with the Wind Generator.

Alloy Material

Requires: Assembly
Cost: 8 Tech Research + 1 Tool Operation
Unlocks: Advanced Smelter; Steel Ingot recipe; Titanium Ingot recipe

This is a major Industrial unlock.

The Advanced Smelter is useful on its own, but the Steel and Titanium Ingot recipes are the real reason you’ll want to work toward it.

Thermal Power Generation – Update

Requires: Battery Capacity Upgrade
Cost: 8 Tech Research + 1 Tool Operation
Unlocks: Upgraded Fuel Generator

If you’re investing heavily in fuel-based power, this is the improved version of that route.

Commander

Requires: Alloy Material or Thermal Power Generation – Update
Cost: 12 Tech Research + 1 Tool Operation
Unlocks: Automated Workbench

This is the final Industrial technology in the list and one of the biggest upgrades in the tree.

The Automated Workbench is the payoff for reaching the Commander technology, and you can approach it through either Alloy Material or the upgraded fuel-generator route.

Life Tech Tree – All Tool Operation Unlocks

The Life tree is all about everyday survival, cooking, storage, textiles, food processing, and household equipment.

It contains 22 technologies, and most of its costs are paid using Tool Operation points.

Living Basics

Requires: Starting node
Cost: 1 Tool Operation
Unlocks: Wooden Small Table; Wooden Stool; Bed; Wasteland Light

This is the starting technology for the Life tree and gives you several useful pieces of basic furniture and lighting.

Pickling I

Requires: Living Basics
Cost: 1 Tool Operation
Unlocks: Pickling Jar

This begins the food-preservation route with the Pickling Jar.

Cooking I

Requires: Living Basics
Cost: 1 Tool Operation
Unlocks: Pot

Simple but important. This gives you the basic Pot and opens the cooking branch.

Drying I

Requires: Pickling I
Cost: 2 Tool Operation
Unlocks: Drying Box

This adds another food-preservation method with the Drying Box.

Textile Techniques

Requires: Pickling I
Cost: 2 Tool Operation
Unlocks: Loom

The Loom opens up the textile side of the Life tree.

Daily Living

Requires: Cooking I
Cost: 1 Tool Operation
Unlocks: Small Wooden Case

A relatively cheap technology that adds the Small Wooden Case.

Baking

Requires: Cooking I
Cost: 2 Tool Operation
Unlocks: Baking Oven

If you want to move beyond basic cooking, this is where baking starts.

Fermentation Technology

Requires: Drying I
Cost: 2 Tool Operation + 1 Field Study
Unlocks: Brewing Cask

The Brewing Cask requires a Field Study point in addition to your Tool Operation points.

Shower

Requires: Textile Techniques
Cost: 3 Tool Operation
Unlocks: Shower Stall

This unlocks the Shower Stall and gives the household side of the tree another useful upgrade.

Tea Ceremony I

Requires: Baking
Cost: 2 Tool Operation + 1 Field Study
Unlocks: Teapot

The Teapot comes from this technology, and you’ll need a Field Study point to unlock it.

Ornamental Plants

Requires: Daily Living
Cost: 2 Tool Operation + 1 Field Study
Unlocks: Flowerpot

This is a small but useful lifestyle upgrade that adds the Flowerpot.

Grain Processing

Requires: Fermentation Technology or Shower
Cost: 3 Tool Operation + 1 Tech Research
Unlocks: Grinder

You can reach this technology from either side, but the important part is the additional Tech Research requirement.

Cooking II

Requires: Tea Ceremony I or Ornamental Plants
Cost: 4 Tool Operation + 1 Field Study
Unlocks: Large Pot

The Large Pot is the next major cooking upgrade, and either prerequisite can lead you here.

Advanced Baking

Requires: Cooking II
Cost: 4 Tool Operation + 1 Field Study
Unlocks: Large Baking Oven

As the name suggests, this improves the baking side of the tree with the Large Baking Oven.

Cellar I

Requires: Grain Processing
Cost: 4 Tool Operation + 1 Field Study
Unlocks: Aging Rack

This begins the cellar-related progression and unlocks the Aging Rack.

Pickling II

Requires: Grain Processing
Cost: 4 Tool Operation + 1 Field Study
Unlocks: Large Pickling Jar

If you’re focusing on pickling, this is the next major upgrade.

Stackable Storage

Requires: Cooking II
Cost: 3 Tool Operation
Unlocks: Storage Shelf

This is a useful quality-of-life upgrade if you’re constantly running out of storage space.

Large-Scale Fermentation

Requires: Cellar I
Cost: 5 Tool Operation + 1 Field Study
Unlocks: Large Brewing Cask

This expands the fermentation system with a much larger brewing container.

Drying II

Requires: Pickling II
Cost: 4 Tool Operation + 1 Tech Research
Unlocks: Electric Drying Box

The Electric Drying Box is a significant upgrade over the basic drying setup, although you’ll need Tech Research to unlock it.

Tea Ceremony II

Requires: Advanced Baking
Cost: 4 Tool Operation + 1 Field Study
Unlocks: Large Teapot

This is the advanced version of the tea-related progression.

Storage

Requires: Stackable Storage
Cost: 5 Tool Operation
Unlocks: Large Wooden Case

If storage is becoming a constant problem, this is definitely worth working toward.

Packing Station

Requires: Tea Ceremony II or Drying II
Cost: 16 Tool Operation + 2 Field Study
Unlocks: Food Packing Station

This is the final Life technology in the list, and the cost is a big jump compared with most earlier upgrades.

The Food Packing Station is the reward, so you’ll want to start saving Tool Operation points well before you’re ready to unlock it.

Animal Tech Tree – All Nurturing Animals Unlocks

The Animal tree works a little differently from the other three because it isn’t available immediately.

You’ll unlock it during Kenenimuu’s animal tutorial after building the Small Barn and reporting back.

Once it’s open, you’ll be spending Nurturing Animals points on technologies related to animal care, breeding, aquaculture, feeding, and automation.

There are 18 technologies in this tree.

Animal Basics

Requires: Starting node
Cost: 1 Nurturing Animals
Unlocks: Feeding Trough

This is the starting technology for the Animal tree and gives you the basic Feeding Trough.

Aquaculture Basics

Requires: Animal Basics
Cost: 2 Nurturing Animals
Unlocks: Fish Tank

This begins the aquaculture route with the Fish Tank.

Captive Breeding Techniques

Requires: Animal Basics
Cost: 2 Nurturing Animals
Unlocks: Fence

The other early branch focuses on animal containment and breeding.

Auto Feeding

Requires: Aquaculture Basics
Cost: 2 Nurturing Animals
Unlocks: Fish Food Holder

This adds a Fish Food Holder and starts improving the management of aquatic animals.

Premium Feed

Requires: Aquaculture Basics
Cost: 3 Nurturing Animals
Unlocks: Feed Press

The Feed Press comes from this technology and expands your animal-feed options.

Poop Collection

Requires: Captive Breeding Techniques
Cost: 3 Nurturing Animals
Unlocks: Animal Toilet

Not the fanciest technology in the tree, but definitely a practical one. The Animal Toilet helps with waste management.

Animal Welfare

Requires: Captive Breeding Techniques
Cost: 2 Nurturing Animals
Unlocks: Salt Clump

This branch focuses more on animal care and welfare, with the Salt Clump as its unlock.

Oxygen Supply

Requires: Auto Feeding
Cost: 3 Nurturing Animals + 1 Tool Operation
Unlocks: Oxygen Pump

The aquaculture branch starts requiring secondary points here. You’ll need a Tool Operation point along with your Nurturing Animals points.

Scientific Breeding

Requires: Poop Collection
Cost: 5 Nurturing Animals + 1 Tool Operation
Unlocks: Breeding Room

This unlocks the Breeding Room and moves the animal system toward more advanced breeding.

In Perfect Order

Requires: Animal Welfare
Cost: 3 Nurturing Animals + 1 Tool Operation
Unlocks: Pasture Bell

The Pasture Bell comes from this animal-management route.

Roe Workshop

Requires: Premium Feed
Cost: 5 Nurturing Animals + 1 Tech Research
Unlocks: Fish Hatchery

This is another aquaculture-focused technology, giving you the Fish Hatchery.

Animal Mastery

Requires: Scientific Breeding or In Perfect Order
Cost: 8 Nurturing Animals + 1 Tool Operation
Unlocks: Large Feeding Trough

Either prerequisite is enough to reach this technology. The Large Feeding Trough is the reward.

Aquaculture Mastery

Requires: Roe Workshop or Oxygen Supply
Cost: 8 Nurturing Animals + 1 Tool Operation
Unlocks: Aquarium

This is the major aquaculture progression point and unlocks the Aquarium.

Self-Sufficiency

Requires: Aquaculture Mastery
Cost: 10 Nurturing Animals + 1 Tech Research
Unlocks: Eco Fish Tank

This takes the aquaculture system another step forward with the Eco Fish Tank.

Fish Power

Requires: Aquaculture Mastery
Cost: 10 Nurturing Animals + 1 Tech Research
Unlocks: Fishy Generator

Yes, the Fishy Generator is actually part of the Animal tree. If you’re building toward alternative power options, this is one of the more unusual technologies to keep in mind.

Automated Animal Care

Requires: Animal Mastery
Cost: 10 Nurturing Animals + 1 Tool Operation
Unlocks: Lint Roller; Milking Machine

This is one of the more useful animal-management upgrades because it gives you both the Lint Roller and Milking Machine.

Fertilizer Factory

Requires: Animal Mastery
Cost: 8 Nurturing Animals + 1 Tool Operation
Unlocks: Large Animal Toilet

This technology continues the waste-management side of the Animal tree and unlocks the Large Animal Toilet.

Animal Power

Requires: Fertilizer Factory or Fish Power
Cost: 15 Nurturing Animals + 1 Tech Research

This is the final technology listed in the Animal tree. You can reach it through either Fertilizer Factory or Fish Power, so you don’t have to complete both branches.

Which Doloc Town Tech Tree Should You Focus On First?

There’s no single tree that you absolutely have to max out before touching the others. In fact, the game encourages you to spread your progression around because several higher-level technologies require points from other disciplines.

For a new settlement, I’d personally avoid dumping every point into one branch just because it looks convenient. Agriculture and Industry are particularly interconnected, and you’ll eventually need Tech Research or Tool Operation points to unlock some Agricultural technologies.

The same goes for the Life tree. A few of its more advanced food-processing technologies require Field Study or Tech Research, so keeping those disciplines moving will save you from hitting an annoying wall later.

Once the Animal tree becomes available, it’s worth building Nurturing Animals points steadily rather than ignoring it. The later Animal technologies offer some genuinely useful upgrades, especially once you start getting into breeding, aquaculture, and automation.

A Simple Way to Plan Your Tech Points

If you’re trying to avoid wasting points, keep these four things in mind:

  • Field Study mainly drives farming and agricultural progression.
  • Tech Research is the backbone of industrial upgrades and is also needed by several cross-tree technologies.
  • Tool Operation is important for Life technologies and appears as a secondary requirement in several other branches.
  • Nurturing Animals becomes important once the Animal tree opens.

And most importantly, check the full cost before spending points. A technology might look like it costs only a few points from its main discipline, but the extra Field Study, Tech Research, or Tool Operation requirement can catch you off guard.

The nice thing about the branching requirements is that you usually have some freedom in how you reach the later technologies. If you see something listed as “Any of”, you only need one of those prerequisites. That can save quite a few points if you choose your route carefully.

With the full tree laid out like this, you can also plan toward a specific machine or recipe instead of unlocking technologies randomly and hoping you eventually reach what you need.