How the genes of Rust's cows and sheep work, and how to breed the best herd. Checked against the official server build of 2 Oct 2026 (PC, vanilla settings). Plants work differently: see the plant genetics planner.
Breeding now? The Herd Planner keeps your animals, works out their hidden copies from the family tree, and picks the best pair.
Look at a cow or sheep up close. Under GENETICS the panel shows five discs, then a number.
What the panel never shows on a normal server: the hidden copy of each gene, the second marker, and the parents. Green does tell you exactly who carries Good: a Good copy always shows.
For milk, wool and price, no. The game uses only the copy that shows, for performance and for the sale price. A five-green animal that isn't inbred works and sells exactly like a god genome.
A god genome (all ten copies Good) matters only for breeding: every calf it has shows five greens, whoever the other parent is. In a best-case simulation with 12 ranch animals, the first clean five-green calf came after about 4 hours of play, and the first god calf after about 11 hours with the plan below. One player reported about 8 hours to a five-green calf.
Every animal carries two lineage markers, numbers from 0 to 15, one from each parent. It's inbred when the two are the same. Inbreeding halves every gene: Good works like Ok, Ok falls halfway to Bad. An inbred animal still passes its copies on normally, but it sells for less.
| Parents | Calf born inbred |
|---|---|
| Unrelated | 6% |
| Half siblings | 18% |
| Full siblings, or parent and calf | 30% |
| Unrelated, showing the same number | 27% |
| Unrelated, showing different numbers | 5% |
The panel shows only one of each animal's two markers, so different numbers don't make related animals safe: a bull and his daughter usually show different numbers, and 30% of their calves are inbred. Rotate bulls, bring in an unrelated animal every few generations, and never pen a bull with his daughters.
The panel can't tell a god bull from any other five-green bull. A test cross can: mate him with cows that show no green at all (about 1 in 9 fresh animals). A god bull gives every calf five greens. Each five-green calf makes it likelier: for a bull bought fresh, 10 in a row make it 96% sure, and a bull bred from good parents needs fewer. One calf missing a green proves he isn't a god. The Herd Planner keeps the count for you.
Cheaper, one gene at a time: to test his Fertility, use a cow showing gray or red on F. If he's Good/Good on F, every calf shows green F.
| Gene | Bad | Ok | Good |
|---|---|---|---|
| D · Dung: time between dung drops | 16.7 min | 10 min | 6.25 min |
| L · Longevity: adult lifespan | 31 h | 48 h | 72 h |
| Y · Yield: milk per hour (cow) | 7.2 | 12 | 38.4 |
| Y · Yield: wool per hour (sheep) | 43 | 120 | 307 |
| F · Fertility: bull ready again | 15.4 min | 10 min | 6.25 min |
| F · Fertility: cow ready again after a birth | 101.5 min | 66 min | 41 min, 60% twins |
| H · Hardiness: needs must stay above this for full condition | 71% | 50% | 33% |
For every gene, the calf gets one copy from its mother and one from its father, each picked at random. On vanilla servers nothing mutates, so a calf can only get Good copies its parents carry. Genes are inherited separately, so for the whole calf, multiply the five genes.
| Parents' copies (one gene) | Calf green | Gray | Red |
|---|---|---|---|
| Good/Good × anything | 100% | 0 | 0 |
| Good/Ok × Good/Ok | 75% | 25% | 0 |
| Good/Bad × Good/Bad | 75% | 0 | 25% |
| Good/Ok × Ok/Ok | 50% | 50% | 0 |
| Good/Bad × Ok/Bad | 50% | 25% | 25% |
| Ok/Ok × Ok/Ok | 0 | 100% | 0 |
| Ok/Bad × Ok/Bad | 0 | 75% | 25% |
| Bad/Bad × Bad/Bad | 0 | 0 | 100% |
A calf's chance of Good/Good on a gene = the mother's Good copies ÷ 2 × the father's Good copies ÷ 2. Two five-green animals bought fresh give a five-green calf only about 1 time in 3, because most green discs hide a worse copy. If you know their hidden copies, the answer can be quite different: in one worked example it's 56%.
A fresh wild or ranch animal rolls each of its ten copies: Good 20%, Ok 50%, Bad 30%. So:
Both animals must be:
Timings: a calf grows up in 54-66 minutes, pregnancy takes 10 minutes, so one generation takes about 71 minutes. The timers run day and night. A Facepunch fix merged on 2 Oct (not live yet) will need a 15-minute bond before animals can breed.
The ranch vendor's offer depends on the shown genes, the animal's condition (full price at 80% or more) and its age, and it's 20% lower for wild or bought animals than for ones you bred. A five-green animal that isn't inbred already gets the top price. You get up to three offers, then a 15-minute wait.
Server owners can change the gene odds (livestock.geneGoodChance, geneBadChance), turn on mutation (geneMutationChance), change how much inbreeding costs (inbredScale) and each gene's effect, and show the hidden copies (panelAlleles). This guide uses the vanilla values.
How we checked: every number here comes from the official Rust server build of 2 Oct 2026with vanilla settings, and the odds are computed exactly. We'll update this page when Facepunch changes livestock.