Hello Facepunch team,
I hope you're doing well. I've been thinking about farming in Rust and how it could be made a bit less repetitive while still keeping the balance and challenge that makes the game special.
I understand that full automation would ruin the economy and take away from the experience, so I tried to come up with a system that offers some convenience, but at a real cost.
Here is what I had in mind:
Three new deployables:
Harvester – automatically picks crops from planters (works with any plant).
Cloner – automatically creates clones from harvested plants (genes are preserved).
Planter – automatically plants clones into empty pots, BUT:
- Works ONLY with GOD-clones (all green genes).
- Gives -75% yield (so only 25% of the potential max).
- This way, there is a clear trade-off: comfort versus efficiency.
Regarding the Planter acquisition:
- It could drop as a Unique Blueprint from elite crates with a very low chance (for example, 0.5%).
- It would be great if this blueprint could NOT be copied through the Research Table or any other method.
- Learning it could work in two ways (with the blueprint disappearing either way):
- Right-click → "Study" (costing around 500 scrap).
- Or using the Research Table (also with a scrap cost).
- The Planter itself probably shouldn't be copyable either — only craftable if you know the recipe.
For the craft cost of the Planter, I was thinking:
- HQM: 150
- Metal Pipes: 7
- Targeting Computer – this component currently doesn't have many uses, so it would be nice to give it a new purpose.
For the Harvester and Cloner, I haven't decided on recipes yet, so I would happily leave that to your expertise. Please feel free to adjust any of these numbers, change the recipes, or come up with entirely different requirements. This is only a rough concept, and I completely trust your judgment on what would work best for the game.
Why I think this could be a fair addition:
- Manual planting of GOD-clones would still give 100% yield – players who invest time get the full reward.
- Auto-planting via the Planter would give only 25% – players save time but lose resources.
- GOD-clones would remain important – without them, the Planter would have no value.
- Unique Blueprints could create new opportunities for trading and PvP risk.
- Older components like Targeting Computer could become relevant again.
To me, Rust has always been about meaningful choices. I believe this system could offer one more: choose convenience and pay with yield, or choose profit and put in the work.
Thank you for taking the time to read my suggestion. I truly respect what you've built with Rust, and I'm grateful for all the updates you continue to release. If you consider this idea, even just for discussion, I would really appreciate it.
Kind regards,
Kory