Genes at a glance
Every seed, clone and plant has six genes (hover it in your inventory, or look at it once planted). Each is one of five letters: three good (green) and two bad (red).
| Gene | What it does | Breeding weight |
|---|---|---|
| G Growth | Faster through each stage: harvest sooner and more often. | 0.6 |
| Y Yield | More produce at harvest, and more clones when you cut it. | 0.6 |
| H Hardiness | Copes better with cold, heat and thirst. Useful in snow or desert, otherwise the weakest green. | 0.6 |
| W Water | Needs more water, so it dries out and slows down sooner. | 1.0 |
| X Empty | Does nothing. A wasted slot. | 1.0 |
Order doesn't matter to the plant
GGGYYY and YGYGYG grow the same: only the count of each letter matters. Order only matters for breeding, which works slot by slot (section 3).
The two “god clones”
Six greens is the best you can get. Players aim for one of two:
Fastest
The most produce per hour, but more harvesting and replanting.
Biggest
Bigger harvests and four clones per cut instead of three (per Facepunch's wiki). A little slower, much less replanting.
Anything with four or more greens and no reds already farms well: get rid of the reds first, polish later.
Why red genes spread so easily
A red gene weighs 1.0 in crossbreeding, a green only 0.6. One red neighbour can push a red gene into your plant; it takes two matching greens (0.6 + 0.6 = 1.2) to beat it.
Godclone's score adds up G = 1, Y = 1, H = 0.5 and W = X = 0, so a god clone scores 6. Farming in snow? Raise H in Options.
Growth stages
Eight stages. Genes are decided at Crossbreed; you clone on either side of it.
- Seed
- Seedling
- Saplingclone keeps the old genes
- Crossbreedgenes decided here
- Matureclone keeps the new genes
- Fruiting
- Ripeharvest
- Dying
| Stage | Base length | What to know |
|---|---|---|
| Seed | 1 min | Just planted. Already counts as a neighbour. |
| Seedling | 10 min | Growing. |
| Sapling | 10 min | Clones copy the genes it has now, before any crossing. |
| Crossbreed | 1 min | Genes are worked out once, as it enters this stage. |
| Mature | 60 min | Crossing is done. Check the genes, then clone to keep them. |
| Fruiting | 30 min | The harvest grows. |
| Ripe | up to 24 h | Stays ripe about a day (raised from 14 h in April 2026). |
| Dying | 100 min | Harvest before this or lose it. |
Seed, Seedling, Sapling and Fruiting are the same for every plant. The rest differ a little:
| Plant | Crossbreed | Mature | Seed to ripe |
|---|---|---|---|
| Corn, Pumpkin, Wheat | 1 min | 30 min | ~82 min |
| Potato | 1 min | 45 min | ~97 min |
| Hemp, Rose, Orchid, Sunflower | 1 min | 60 min | ~112 min |
| Berries (all five colours) | 5 min | 45 min | ~101 min |
Real times vary
Base numbers from the game files (September 2026), read as minutes. Poor light, water, temperature or soil slow a plant, more G genes speed it up, and servers can change growth speed. Hemp in good conditions reaches Crossbreed about 20 to 30 minutes after planting.
How crossbreeding works
When a plant enters Crossbreed it may take genes from the plants touching it. This happens once, one slot at a time: slot 1 only listens to the neighbours' slot 1, and so on.
Which plants count
- Same planter. Planters pushed together never cross.
- Same plant type. Hemp only listens to hemp; a red berry ignores a blue berry.
- Touching slots, diagonals included. Two slots away, or across an empty slot, doesn't count.
- Any living stage. A fresh seed counts, and so does a mature plant.
- Never itself. The bred plant's own genes don't vote; they can only defend.
The rule, slot by slot
- Add up the neighbours' genes in this slot: each green letter (G, Y, H) adds 0.6 to its total, each red letter (W, X) 1.0.
- The biggest total is the candidate.
- It replaces the bred plant's gene only if strictly bigger than that gene's weight: over 0.6 to replace a green, over 1.0 to replace a red. A draw keeps the old gene.
- Two letters sharing the biggest total is a tie.
One slot, quick maths
| Neighbours have | Totals | Bred plant has | Result |
|---|---|---|---|
| G | G 0.6 | Y | Y kept: 0.6 doesn't beat 0.6 |
| GG | G 1.2 | X | G 1.2 beats 1.0 |
| W | W 1.0 | G | W one red beats a green |
| GGW | G 1.2, W 1.0 | any | G two greens outvote a red |
| GYH | 0.6 each | H | H kept: nobody gets past 0.6 |
| GYHX | X 1.0, rest 0.6 | Y | X scattered greens lose to one red |
| GGYY | G 1.2, Y 1.2 | any | G or Y a tie |
Rules of thumb
- One green neighbour never changes anything; one red turns a green slot red.
- Two matching greens (1.2) beat a single red and replace anything.
- If every slot's winner reaches 1.2, the bred plant's genes don't matter: any spare of the same type, even a junk seed, can go in the middle.
- Five greens against three reds of different letters is an exact tie (3.0 each), only possible with eight neighbours.
Worked example: three flawed clones make a god clone
Three hemp clones, each with one red gene in a different slot, around any spare hemp in a large planter:
- A GGXYYY
- B XGGYWY
- C GWGYYH
- ? any spare hemp
| Slot | A | B | C | Totals | Result |
|---|---|---|---|---|---|
| 1 | G | X | G | G 1.2, X 1.0 | G |
| 2 | G | G | W | G 1.2, W 1.0 | G |
| 3 | X | G | G | G 1.2, X 1.0 | G |
| 4 | Y | Y | Y | Y 1.8 | Y |
| 5 | Y | W | Y | Y 1.2, W 1.0 | Y |
| 6 | Y | Y | H | Y 1.2, H 0.6 | Y |
Worked example: how a bad cross goes wrong
Now a bred plant YGHYHH with three random neighbours XGYYGW, YHXHGY and HYYWYY:
| Slot | Totals | Had | Result |
|---|---|---|---|
| 1 | X 1.0, Y 0.6, H 0.6 | Y | X one red beats scattered greens |
| 2 | G 0.6, Y 0.6, H 0.6 | G | G kept: nobody beats 0.6 |
| 3 | Y 1.2, X 1.0 | H | Y |
| 4 | W 1.0, Y 0.6, H 0.6 | Y | W red again |
| 5 | G 1.2, Y 0.6 | H | G |
| 6 | Y 1.2, W 1.0 | H | Y |
It ends up XGYWGY: two greens lost to reds nobody outvoted. Slot 2 shows the other trap: when nothing gets past 0.6 the bred plant keeps its own gene, so the middle plant does matter. Godclone names a specific middle plant when that happens.
Planter shapes and who touches whom
The shape decides how many donors can touch. ★ is one plant, ✓ slots touch it, plain slots don't.
Large Planter Box and Railroad Planter
Breed in the middle so up to eight donors reach it. Any slot works if every donor touches it.
Small Planter Box and Bathtub Planter
A row of three; the ends don't touch each other. Good for two donors around a bred plant in the middle.
Minecart Planter
With one neighbour a green can never win (0.6 beats nothing), so a minecart only passes on red genes. Grow one plant, or two identical clones.
Triangle Planter and Triangle Railroad Planter
Three corners about 1 m apart plus a middle slot. All four touch, so at most three donors.
Plant Pot
Never crossbreeds: the safest place for a clone you can't lose.
From the game's planter files: side-by-side slots are about 0.9 m apart, diagonals 1.3 m, two apart 1.85 m. Crossbreeding is believed to reach about 1.5 m, which gives the pattern above.
Ties and planting order
A tie is two letters sharing the top total in a slot, like G 1.2 against Y 1.2. Four hemp donors around a spare plant, slot 3 highlighted:
- A GGGYYW 1st
- B GGYYYY
- C HGGYWY 2nd
- D GXYYYY
What decides a tie
Players and calculators long treated a tie as a coin flip. In March 2026 Facepunch rewrote how growing plants find their neighbours (commit notes of 3 March, shipped with that month's update). Since then the best evidence says the game walks the neighbours in the order they were planted, and the first letter to reach the winning total keeps the slot. Before that, where a plant sat (east or west side) seemed to matter instead.
So: plant the labelled plants first
- Plant the bred plant when your timing says; its own genes never vote, so its turn doesn't matter.
- Plant the donors marked 1st, 2nd… in that order.
- Then the rest of the donors, in any order.
Here: A, then C, then B and D. Don't hold sprint to fill the slots in one go: the game then picks the order.
Being honest about it
Nobody outside Facepunch has confirmed this from the game's code. The timing of the rewrite and the community's changed advice point the same way, but it's an informed guess. So Godclone keeps showing the plain coin-flip chance (50%, or 33% for a three-way tie) instead of promising 100%; following the order should beat those odds. Harvesting or removing nearby plants might also shuffle the order, so plant fresh when a tie matters, and clone your donors first so you can try again.
More than one tie? On paper the odds multiply (two tied slots: 25%), but one planting order can often win them all. The planting order can force this badge means Godclone found one that favours your target in every tied slot. Without it, the ties pull different ways and some luck is unavoidable.
Using Godclone step by step
-
Pick the plant type
Each plant type has its own clone list, saved in your browser only.
-
Add your clones
Type or paste one clone per line: GGXWYH, g-g-x w y h and G,G,X,W,Y,H all work. Anything after the six letters is a note, like GGXWYH # from the lake. On a phone, use the keypad.
Scan Rust (beta) reads genes from a screenshot, or live from your shared screen on desktop. Check what it read.
Each clone gets a number (#1, #2…) that results refer to. Duplicates and typos are flagged. Ten or more different clones is a good start.
-
Calculate
Godclone tries every mix of your clones as surrounding plants (2 to 5 per cross by default), then builds on the best for two-step plans. Options sets plants per cross, steps, whether a clone may be used more than once (it can: clones are copyable) and the gene scores.
-
Read a result card
GGGYYYGEN.1Score 6Chance 50%Overall 50% planting order can force thisCenter
any spare plant of the same type
Surrounding plants
- #1 GGGYYW 1st
- #3 HGGYWY 2nd
- #2 GGYYYY
- #4 GXYYYY
PlanterWhyCopyI got it
- The plant you'll get. Other ways to reach it are tucked under the best one.
- Score: see section 1. Chance: this cross. Overall: every step of the plan working first time.
- Center is the bred plant. “Any spare plant” means every slot is won outright, so use your worst seed. If one is named (like #5), use it: it keeps one of its own genes.
- Surrounding plants go in the slots touching the center, by #number in your list. A number listed twice needs two clones. 1st 2nd are the planting order for a tie.
- Planter shows where everything goes, Why each slot's totals, and Copy a plain-text recipe for Discord.
-
Two-step plans (GEN.2)
A GEN.2 result first breeds an in-between plant (GEN.1), then uses it as a donor or the center for the final cross. Steps shows the route, first cross first; Overall multiplies every step's chance.
-
Got it? Tell Godclone
When a cross works, press I got it: the new genes join your list (marked as bred) for the next Calculate. Unlucky results are worth adding too.
-
Try your own layouts in the Planter Lab
The Planter Lab is a sandbox for any planter shape: place clones and see the outcome and slot totals live. Open in Planter Lab on a result card loads that recipe, with a button for each step of a longer plan and a way back to your results.
Timing the cross
The cross uses whatever touches the bred plant the moment it enters Crossbreed.
- 0 min
Plant the bred plant alone for a head start.
- +10–15 min
Plant the donors (labelled ones first) about halfway through its Sapling stage. They count even as seeds.
- ~20–30 min
The bred plant crosses. Keep every donor alive and in place until it's past Crossbreed.
- Mature
Check the genes and clone it.
Why the head start?
Donors cross too when they reach Crossbreed. If one gets there before the bred plant, the bred plant sees its new genes. More G grows faster, so a bred plant with more G than its donors can sometimes go in at the same time. When in doubt, give it the lead.
Another way: use donors already Mature or later. They've finished crossing, so their genes won't change.
Clone soon after the cross. Genes don't change after Crossbreed, but a plant left too long gets harvested or dies, and the new genes go with it.
Tips
Collect plenty of seeds
Wild plants give seeds with random genes, and variety is what you need. Ten to twenty different seeds of one type usually open up a good plan; if not, gather more.
Clone early, keep backups
Clone a plant in Sapling before it crosses, and keep a few copies of your best somewhere safe, like a plant pot.
Keep a library per plant type
Add a note after each clone (# wild, north lake) and press I got it for every bred plant, so each list matches your stash.
A planter of identical clones is safe
Fill planters with copies of your god clone: when every neighbour matches, each slot's winner is the letter the plant already has.
Growing mixed plants without crossing them
To keep different clones' genes, no two plants of the same type may touch. In a large planter the four corners never touch each other. A two-type checkerboard fails because diagonals count (the middle touches all four corners); with four types you can fill every slot:
- A e.g. hemp (4)
- B e.g. corn (2)
- C e.g. potato (2)
- D e.g. pumpkin (1)
Donors change too. After a session they've usually crossed with their own neighbours: check them before reuse, or reuse the clones you took before planting.
How Godclone calculates
For each slot of the bred plant, Godclone does exactly this:
- Only neighbours count: same planter, same plant type, touching. The bred plant's own gene is not added.
- Each neighbour adds its gene's weight to that letter's total: 0.6 for G, Y and H, 1.0 for W and X. (Internally these are the whole numbers 3 and 5, so rounding can never fake a tie.)
- If the top total is strictly greater than the weight of the bred plant's current gene, the top letter replaces it. Otherwise the gene is kept.
- If several letters share the top total, each gets an equal share of the chance (1/2, 1/3…), and the planting order that favours your target is worked out and shown as 1st, 2nd….
- A cross's chance is the product of its slots' chances.
Choosing the middle plant. If every slot's top total is 1.2 or more, it beats any gene: “any spare plant”. A top total of exactly 1.0 (one red) makes that slot red whatever is in the middle. A top total of only 0.6 leaves the middle plant's own gene, so Godclone tries each of your clones there and names the best.
The search. Every combination of your clones as surrounding plants (repeats allowed unless you turn them off), from the smallest to the largest group you allowed, split over your computer's cores. It keeps the best few ways to reach each outcome; for two- and three-step plans it adds the best new plants to your pool and searches again. Results rank by score, then overall chance, then fewer steps and fewer plants. It all runs in your browser.
Where the rules come from
- The game's own files (Rust server, September 2026): the weights from the shared gene asset generic.genes that every plant type uses, plus stage lengths and planter slot positions.
- Facepunch's notes. The Farming update devblog (April 2020), official change lists and public commit messages: the Crossbreed stage (2020), longer crossbreeding for berry bushes (2020) and the physics-free neighbour lookup (March 2026).
- Community testing. Years of player guides and other calculators agree on the weights, the “must strictly beat the gene that's there” rule and diagonal neighbours.
What's still uncertain
| Rule | How sure |
|---|---|
| Weights 0.6 / 1.0, same for every plant | Very read from game data |
| Slot by slot, own gene not counted, must strictly beat | Very every careful source agrees |
| Same planter, same type, diagonals count | Very |
| Who touches whom in small, triangle and minecart planters | Fairly from slot positions and the ~1.5 m reach |
| Ties go to the first letter to reach the top total, in planting order | Unsure strong hints, no confirmation |
| Dying plants still count as neighbours | Unknown |
| How much each G, Y and H actually does | Rough fan estimates only |
Godclone never reads or decompiles the game's code. If Facepunch changes the rules, the guide and the calculator are updated together.
FAQ
My plant came out different from the plan. Why?
Usually a donor reached Crossbreed first and changed its genes, another plant of the same type was touching, a tie went the other way, or a gene was typed or scanned wrong. Check each slot in Why against what you planted.
Does the order of the genes change how the plant grows?
No. Only the count of each letter matters; order only matters for breeding.
Do different berry colours, or two different crops, crossbreed?
No. Only plants of exactly the same type cross.
My two planters are right next to each other. Do they cross?
No. Crossbreeding only happens inside one planter.
Can one good neighbour fix a bad gene?
No. One green (0.6) can't beat anything. You need two matching greens (1.2) in that slot, more than any rival letter.
Why does the calculator say “any spare plant” for the center?
The donors win every slot outright, so the center's genes are replaced anyway. Use your worst seed or clone of that type.
The same #number is listed twice. Is that a mistake?
No. Two copies of that plant go around the center: clone it first.
Why only 50%? Can I do better?
50% means a tie in one slot. Plant the donors marked 1st, 2nd… first; since March 2026 that probably wins it. See Ties and planting order.
Does it matter which slot each donor goes in?
Only that every donor touches the bred plant. Since March 2026, position no longer seems to affect ties; planting order does.
Do the rules differ between plants?
No. Every plant type uses the same weights; only stage lengths differ (berries spend longer in Crossbreed).
Is my clone list uploaded anywhere?
No. Lists and settings stay in your browser, share links carry the genes in the link itself, and scanned screenshots are read on your device.
Is Godclone made by Facepunch?
No. It's an unofficial fan tool, not affiliated with or endorsed by Facepunch Studios.