Basic Gameplay

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World of RoboFarmCraft (WoRFC) has farming similar to Farmville, crafting similar to Minecraft, and robots similar to Robot Odyssey (age test! ;)


An important tenet of WoRFC is: The Player doesn't do things; rather, the player programs robots to do things!

The basic gist of it is: You program robots to farm raw materials, which are used to craft items which are used to build more advanced robots.

At first, you may be tempted to "drive" the robot manually -- connecting a motivator to power, turning the robot on, watching him walk a few steps, turning him off, rewiring the motivators to go a different direction, repeat, etc. While there's nothing to stop you from doing things that way, it's a bit against the grain of the game, and strikes us as "the hard way." The intent of the game -- the way things are set-up to help you along -- is that you would wire circuitry to get the robot to go where you want and do what you want when he gets there. Early-on, some manual driving is needed as you may not have all the circuitry you need to implement your Grand Automation Schemes. But everything in the game is geared toward moving things in the direction of full-farm-automation.

There is a mission system to introduce you to the basics, walk you through movement, wood-cutting, gathering, clay collection, crafting, etc. Once you get through those, there are additional missions to step you through the "normal" game progression, but there's nothing preventing you from going whatever way you want. The missions are really just there to help in case you get stuck in a "what's supposed to be next?" loop but, honestly, the game is pretty free-form, and you should feel free to make your robot do whatever you like!

If you do end up following the missions system, you will eventually be guided to crafting a second robot. While there is lots of fun to be had with just one, the real power of automated farming kicks in when you have multiple robots communicating and supporting each other.


At First Launch


Worfc uses a "logon-less login", where you just press either "Play my farm" or "Play the demo farm" to get started.

NOTE: The demo farm is always the starter-farm, and your changes are not saved, ever. This is a good place to try experiments, or to show a friend how the game starts, if your farm is too complicated to explain.

Currently (v1.12), the game saves your account-ID (hidden from view) with the app installation. If you delete & reinstall the app YOU WILL LOSE OUR FARM. In the future, we plan a feature where you can associate your farm with a Facebook login (or Google or similar). After that, you will be able to recover your from with that login.


(Nickname was moved off the the main "start" screen because too many people were confusing it with an Account- or Farm-ID. It's now in Settings.)

The "Nickname" field has no purpose related to login. It's only reason for existence is that it is saved alongside your farm for customer support reasons. If a player reports "hey, my farm is messed-up [in this way]", we can ask "what nickname did you use?", then go find your farm in the database. Otherwise, it's just farm #1234, #1235, #1236, etc., and we won't have any idea which one is yours. So the "nickname" thing is just a debugging aid.

"Nickname" is very-very-much NOT tied to saving or your account or anything else. It has no functionality, whatsoever! It's only purpose is because your farm is saved as "Farm#1234567" and someone else's is "Farm#1234568" so, in the database, we save your nickname to help us figure out which is which. The game works just fine if you have no nickname, or if everybody's nickname is "BooBoo". It's really just a debugging aid. You can change your nickname every time you launch, if you want. (At least one of the beta testers makes it his initials + the build number, which has been useful on occasion.)


The game auto-saves to the server (if you have network connectivity) each time you ...

  • Sign out
  • Press the Home button.
  • Close the lid.
  • Otherwise "resign active" on the app. Say, by responding to another app's notification.

Worfc also saves-to-disk periodically (every 10 minutes, as of this writing) and, if there is a problem uploading your farm to the server, you can continue to play your most recently saved farm.

NOTE: You won't be able to do market or BitBucks (IAP) transactions until the farm has been uploaded to the server, then re-loaded by the app. This is to prevent farm-hacking.

Data format updates

Worfc has the ability to upgrade old farms to new data formats. So for example, if you have a farm with clay that incorrectly intercepts touch events and, in the new format, clay doesn't do that, then your farm just gets updated on the next release. Every now & then, you might see an item in the release notes similar to "Data format 16 => 17" which reflects such a change. This is entirely invisible from the player perspective; I only mention it because it sometimes shows up in the release notes and people ask what it means.

Getting Started hints


This page/section is under construction and is likely missing large pieces of information,
contains confusing/ambiguous descriptions, etc.
We believe it is correct as far as it goes, but even that isn't assured.
We're working to clean it up.

  • Cut to W corner, then along SW wall, then back up a few rows. This gets you farming in an area with good visibility.
  • Create a diagonal ping-pong bot to run up and down a row farming, as you accumulate basic tools.
  • You can do minimal "manual driving" by toggling tools (shovel/hoe, dibble, saw) and just allowing the robot to ping-pong on his row.
    • Drop a chest at one end and mark it "no carry" so you have a place to store excess materials. You can make a fairly good sized chest out of just-lumber.
    • With just a little bit of "manual driving", you can scoot the robot over a row, once you start needing to farm different materials.
  • As you upgrade your tools, feel free to sell, incinerate or otherwise dispose of your older, lower-grade tools, to keep your inventory drawers tidy.
  • Similarly, try to keep your circuitry fairly neat, to facilitate changes and debugging.
    • When you solder, the wire goes horizontal from the first connection, then vertical to the second.
  • At some point, you'll get to where lumber & charcoal are critical to your advancement. Pick a single type of lumber-tree (whichever one you like) and farm those, and just burn/sell/whatever the other kinds of pinecones. This will help keep your inventory free of clutter.

Game phases

Phase Description
  • Initially, everything is geared toward teaching the game mechanics and how the robot works.
Farming Wood
  • Using your knowledge of the robot, farming wood helps you make the tools necessary to advance to the next stage of the game.
  • Lumber/Pine trees grow fairly quickly, and this stage goes fairly quickly.
  • You create a bunch of tools here.
Upgrade to iron
  • Once you get all the necessary tools, you can craft ironwood seeds.
  • (blah blah, fill this in.)
  • Iron grows pretty quickly, so this transition doesn't last long.
  • Iron tools are substantially nicer (faster) to use than wooden ones.
Upgrade to Steel
  • With iron, you can begin to work copper & silicon to eventually create steel.
  • Steel tools make farming go very quickly.
  • More importantly, with copper, iron, silicon & steel, you can make logic to begin to automate the farm.
  • The transition to steel takes longer than iron.
Basic Automation
  • With steel, one can farm quickly the things needed to create logic gates.
  • While hoeing, planting and sawing go pretty quickly with steel tools, the trees take some time to grow.
  • Once set-up with some additional gates, automation can be moved to The Next Level, simplifying the process, some.
Farming Gates
  • At some point, crafting gates will seem cumbersome, and you'll want to transition to farming at least the gates you use most often.
  • It's a bit of work to get started farming gates but, once underway, the farms are fairly self-sustaining.
  • Gate-trees take a long time to grow, so they are typically planted then left while working on other parts of the farm/robot/etc.
    • Of course, anything can be hurried along with BitBucks.  :)
Advanced Circuitry/Automation
  • Sensors allow for more advanced decision making in the automation. Rather than just "if I bump something...", one can do "if I bump an ironwood tree...", etc.
  • Registers and comparators are special sensors that allow for even more refined logic and automation.
  • IC chips allow one to place a fair bit of circuitry into a smaller space, leaving room for even more advanced automation.
Multiple Robots
  • The addition of a second robot completely changes the landscape of automated farming.
  • Robots can communicate using their antenna.
    • They can send and check-for specific signals using registers/comparators.
  • Cooperative, hierarchical robot-farming and -crafting means that your entire operation can become hands-free.
    • Getting things to that point can take quite a bit of hands-on work!
    • ...And that's all the fun of the game!  :)