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Base & production

ROB RUN Grow Room Guide: Setup Budget, Bushes, Harvests and Selling

Start with a house, plot, Grow Room and at least one Grow Table. One table holds six bushes; six tables hold 36. Room plus the first table lists $320,000 in research and purchases before property, bushes and protection. Harvest mature bushes to keep them producing, then sell Harvest Packages to the Fence.

Capacity is six tables × six bushes. The diagram does not imply a measured growth time or extra-package chance.
Capacity is six tables × six bushes. The diagram does not imply a measured growth time or extra-package chance.

Start with a production unit you can fill and protect

An empty six-table room ties up more money without growing anything. Start by matching table capacity to the bushes you can actually obtain and deliver.

  • Prepare property and research

    House and plot come first. Research the room and table, then budget the purchases separately.

  • Fit the first table

    Six bush positions give a smaller first setup than filling all six table positions immediately.

  • Plant and read the status

    A clock means growing; a tick means mature. Harvesting leaves the bush planted for the next cycle.

  • Sell the output

    Harvest Packages go to the Fence. Selling the bush as cargo to the Smuggler removes that producer.

Build a production setup, not just a room unlock

A house and rented plot are needed for the Grow Room. Research the room first, then Grow Table, and buy the equipment through the base laptop. The room has six table positions; each table holds six bushes. A full room therefore has 36 planted bushes.

Research is paid once per equipment unlock, not once for every copy. The room lists $150,000 research and $100,000 purchase; the table lists $30,000 research and $40,000 purchase. Begin with fewer tables if that preserves money for inputs and protection.

Room capacity

  1. Grow RoomOne Grow Room

    Six positions for tables.

  2. Grow TableSix Grow Tables

    Each table holds six bushes.

  3. 36 bushes

    A fully fitted room, not a requirement for starting.

What you need

What you need
EntryItemWhat it doesResearchPriceTier
Grow RoomGrow RoomBuilding with 6 places for Grow Tables$150,000$100,000I
Grow TableGrow TableHolds 6 bushes$30,000$40,000I

Worked budget: one table versus the full room

Room plus first table requires $180,000 in research and $140,000 in purchases: $320,000 before the house, plot, bushes, upgrades and security. Filling all six table positions adds five more $40,000 table purchases, without repeating the table research.

That makes a fully fitted room $520,000 in these listed research and purchase costs, before those additional expenses. Treat this as a setup budget, not an amount recovered in one harvest.

Room plus six tables: listed setup

Room research
$150,000
Table research, paid once
$30,000
Room purchase
$100,000
Six table purchases
$240,000
Listed research and equipment subtotal
$520,000
Excludes house, plot, bushes, upgrades, protection, transport and replacements.

Plant, read the status and harvest repeatedly

Growing Bushes are world-found cargo. Put them into the Grow Table and watch the status: a clock means growth, a tick means maturity. Harvesting takes approximately five seconds and leaves the bush planted for the next cycle at the same rarity.

You can sell a growing or mature bush to the Smuggler as cargo instead, but that removes the producer. If table space is available, keeping the bush supports repeat Harvest Package sales. Drawing a weapon drops a carried bush and Police can seize cargo during transport.

Keep the plant; sell the output

  1. Growing bush

    World-found cargo goes onto the table.

  2. Mature bush

    Harvest when the status indicates maturity.

  3. Harvest PackageHarvest Package

    Sell to the Fence while the planted bush starts again.

The bush stays planted after Harvest

Carry the Growing Bush to the prepared Grow Table and place it in an available position. When it is mature, use the table’s Harvest interaction and collect the Harvest Packages. Check the bush’s next growth state; harvesting the output and picking up the producer are different actions.

Use this distinction when planning the buyer: sell packages to the Fence for repeat production, or sell the bush as cargo to the Smuggler if you want to give up that producer. The clip’s elapsed time and output count are not a guaranteed cycle or yield.

Place the bush, then harvest the planted producer

Watch placement and the Grow Table's Harvest interaction. The creator's elapsed time and package count are examples; they are not a universal growth cycle or guaranteed yield.

Watch the interaction · 5:57–6:32

Gameplay by Ditech Gaming. Open at 5:57 on YouTube →

Choose upgrades and compare rarity prices

Uncommon, epic and legendary Harvest Packages list $4,000, $6,000 and $8,000 base sales. Bush cargo values differ from package values, so do not count a one-time bush sale as recurring production.

Fan, Water Pump and UV Lamp occupy distinct slots and can all be installed. Listed growth-speed bonuses are 12%, 14% and 24%. Some settlement buildings can add a chance of one or two extra packages, but that chance is not quantified. Do not turn an unreported extra yield into a guaranteed hourly income.

Bush rarity and what it pays

Bush rarity and what it pays
EntryRarityGrowing Bush to SmugglerMature Bush to SmugglerHarvest Package to Fence
Uncommon Harvest PackageUncommon$20,000$30,000$4,000 each
Epic Harvest PackageEpic$30,000$45,000$6,000 each
Legendary Harvest PackageLegendary$40,000$60,000$8,000 each

Grow Table upgrades

Grow Table upgrades
EntryUpgradeGrowth speedResearchPriceTier
FanFan+12%$100,000$25,000I
Water PumpWater Pump+14%$200,000$70,000II
UV LampUV Lamp+24%$500,000$250,000III

Worked batch value: six bushes versus a full room

If six uncommon bushes each produce one package, six × $4,000 gives $24,000 base package value for that batch. At epic package prices the same six single packages total $36,000; at legendary prices they total $48,000. These are conditional output values, before actual offers and all production costs.

A full room has six times the bush positions, but it only gives six times those single-package totals if every position is filled and completes that assumed batch. Extra-package chance is unquantified. Do not convert capacity or the roughly five-second harvest interaction into an hourly earnings promise.

Protect the room and plan the selling loop

The Grow Room starts with 5 defence and nine fuse slots. Machinery and bushes are investments worth protecting independently from production-speed upgrades. Choose how you will carry packages to the Fence and return without risking the next batch’s equipment.

A five-second harvest interaction is not the growing cycle. Timing income also needs cycle duration, downtime, transport and actual sale conditions. Start from the known capacity and package values instead of multiplying the interaction time into an hourly-profit claim.

FAQ

Common questions

Why did production stop after I sold the bush?

The bush is the recurring producer. Selling it as cargo removes it; harvesting a mature bush leaves it planted.

Do I pay $30,000 research six times for six tables?

No. Table research unlocks access once; each copy still costs its purchase price.

What do the clock and tick mean?

The clock denotes growth and the tick denotes maturity. Harvest the mature bush to begin the next cycle.

Can I install Fan, Water Pump and UV Lamp together?

Yes. They use three different upgrade slots.

Can I calculate hourly profit from a five-second harvest?

No. Five seconds is the harvest interaction, not the growth cycle. Extra-package chance, travel and other costs are separate.

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