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Stardew Valley Crop Profit Calculator

Find the most profitable Stardew Valley crop. Computes gold per day and total seasonal profit for each crop given your season, days left, farming level, fertilizer, professions and processing route — ranked best to worst.

Vanilla 1.6 crop planning

Gold per day and seasonal profit for every crop.

When

day

Day 1–28. Crops are ranked on the days left in the season (day 28 = last day).
How you farm

0–10. Higher levels raise crop quality. We use the expected (average) quality across a season, not best case.

One fertilizer per tile. Quality fertilizers raise quality; Speed-Gro types cut growth time. You cannot use both at once.

How you sell

Keg and Preserves Jar turn crops into higher-value goods. “Best per crop” picks the most profitable option for each crop automatically.

Level-5 Farming profession. Adds 10% to raw crop value. Does not apply to wine, jam or other artisan goods.

Level-10 Farming profession. Adds 40% to wine, jam and other artisan goods. Only affects the Keg, Jar and Best routes.
Level-10 Farming profession. Crops grow 10% faster. In-game you pick either Artisan OR Agriculturist; both are allowed here so you can compare.
Some seeds cost more at JojaMart without a membership.
When on, subtracts the one-time fertilizer price per tile. Off by default, since most players craft fertilizer.
Results
Most profitable: Starfruit
44.6 g/day · 1,160 g total

sold as Raw

Sold as
Starfruit
Oasis
44.6 g1,160 g213dRaw
Red Cabbage
Y2+
26.6 g719 g39dRaw
Ancient Fruit
rare
25.7 g719 g128dRaw
Blueberry25.1 g704 g413dRaw
Melon20.6 g493 g212dRaw
Hops18.9 g528 g1811dRaw
Hot Pepper13.5 g378 g85dRaw
Radish12.9 g310 g46dRaw
Tomato12.2 g342 g511dRaw
Poppy11.8 g332 g47dRaw
Summer Spangle8.5 g203 g38dRaw
Wheat5.7 g159 g74dRaw
Corn4 g111 g414dRaw
Sunflower-11.9 g-286 g38dRaw
Coffee Bean-61.3 g-1,716 g1010dRaw
Tap a crop for the full breakdown
Starfruit
Oasis
44.6 g
Total profit: 1,160 g · Harvests: 2 · Days to first: 13d · Sold as: Raw
Red Cabbage
Y2+
26.6 g
Total profit: 719 g · Harvests: 3 · Days to first: 9d · Sold as: Raw
Ancient Fruit
rare
25.7 g
Total profit: 719 g · Harvests: 1 · Days to first: 28d · Sold as: Raw
Blueberry
25.1 g
Total profit: 704 g · Harvests: 4 · Days to first: 13d · Sold as: Raw
Melon
20.6 g
Total profit: 493 g · Harvests: 2 · Days to first: 12d · Sold as: Raw
Hops
18.9 g
Total profit: 528 g · Harvests: 18 · Days to first: 11d · Sold as: Raw
Hot Pepper
13.5 g
Total profit: 378 g · Harvests: 8 · Days to first: 5d · Sold as: Raw
Radish
12.9 g
Total profit: 310 g · Harvests: 4 · Days to first: 6d · Sold as: Raw
Tomato
12.2 g
Total profit: 342 g · Harvests: 5 · Days to first: 11d · Sold as: Raw
Poppy
11.8 g
Total profit: 332 g · Harvests: 4 · Days to first: 7d · Sold as: Raw
Summer Spangle
8.5 g
Total profit: 203 g · Harvests: 3 · Days to first: 8d · Sold as: Raw
Wheat
5.7 g
Total profit: 159 g · Harvests: 7 · Days to first: 4d · Sold as: Raw
Corn
4 g
Total profit: 111 g · Harvests: 4 · Days to first: 14d · Sold as: Raw
Sunflower
-11.9 g
Total profit: -286 g · Harvests: 3 · Days to first: 8d · Sold as: Raw
Coffee Bean
-61.3 g
Total profit: -1,716 g · Harvests: 10 · Days to first: 10d · Sold as: Raw
Tap a crop for the full breakdown

Best crops by season (quick reference)

Top crops by gold/day at Farming 10, no fertilizer, Tiller + Artisan on, Best route, Pierre seeds, planted on day 1. Run the calculator above with your own setup to fine-tune.
Spring
  1. Strawberry (Wine)
    104.4 g/day
  2. Ancient Fruit (Wine)
    82.5 g/day
  3. Rhubarb (Wine)
    63.4 g/day
Summer
  1. Hops (Pale Ale)
    267.9 g/day
  2. Starfruit (Wine)
    211.5 g/day
  3. Blueberry (Wine)
    87.1 g/day
Fall
  1. Sweet Gem Berry (Raw)
    121.7 g/day
  2. Cranberries (Wine)
    103.9 g/day
  3. Ancient Fruit (Wine)
    82.5 g/day
Greenhouse / year-round
  1. Hops (Pale Ale)
    267.9 g/day
  2. Starfruit (Wine)
    211.5 g/day
  3. Sweet Gem Berry (Raw)
    121.7 g/day

Stardew Valley crop data (1.6)

Base sell price (normal quality), Pierre seed price, growth and regrowth days, expected yield, and what each crop brews into. Prices are per unit.
CropSeasonSeed (Pierre)Base sellGrow (days)Regrow (days)YieldBrews to
ParsnipSpring203541Juice
Green BeanSpring60401031Juice
CauliflowerSpring80175121Juice
PotatoSpring508061.25Juice
KaleSpring7011061Juice
GarlicSpring406041Juice
RhubarbSpring100220131Wine
StrawberrySpring100120841Wine
TulipSpring203061Raw only
Blue JazzSpring305071Raw only
Coffee BeanSpring / Summer2,500151024Raw only
BlueberrySummer80501343Wine
MelonSummer80250121Wine
HopsSummer60251111Pale Ale
Hot PepperSummer4040531Wine
TomatoSummer50601141Wine
RadishSummer409061Juice
Red CabbageSummer10026091Juice
StarfruitSummer400750131Wine
PoppySummer10014071Raw only
Summer SpangleSummer509081Raw only
SunflowerSummer / Fall2008081Raw only
WheatSummer / Fall102541Raw only
CornSummer / Fall150501441Juice
AmaranthFall7015071Juice
GrapeFall60801031Wine
YamFall60160101Juice
BeetFall2010061Juice
EggplantFall2060551Juice
Bok ChoyFall508041Juice
ArtichokeFall3016081Juice
CranberriesFall24075752Wine
PumpkinFall100320131Juice
Fairy RoseFall200290121Raw only
Sweet Gem BerryFall1,0003,000241Raw only
Ancient FruitSpr / Sum / Fall5502871Wine
Assumes you have enough kegs and jars to process every harvest, and that you buy all seeds. Giant crops and the Seed Maker are not modeled.Greenhouse uses a 28-day window so gold/day is comparable to a normal season. In the greenhouse, regrowing crops keep producing year-round.
Stardew Valley 1.6.15 · updated June 1, 2026
Crop data from the Stardew Valley Wiki (CC BY-NC-SA 3.0). Game © ConcernedApe.

Stardew Valley crop profit calculator. Gold per day, total seasonal profit, ranked by earnings.

A Stardew Valley crop calculator works out each crop's gold per day and total seasonal profit, then ranks every plantable crop from most to least profitable. It bases the ranking on your season, days left, farming level, fertilizer, professions and how you choose to sell each crop.

What is a Stardew Valley crop profit calculator?

A Stardew Valley crop profit calculator is a web tool that takes your current season, how many days are left in it, your farming level, your fertilizer, your professions (Tiller, Artisan, Agriculturist), and whether you sell crops raw or process them in a Keg or Preserves Jar — then computes each crop's gold per day and total profit for the rest of the season and sorts every plantable crop, most profitable at the top. It replaces the manual loop of opening the wiki, copying down a sell-price table, and working out by hand whether one tile is worth planting.
The headline result is simple: gold per day = total seasonal profit ÷ days the tile is occupied. Profit = harvests × yield per harvest × price per unit − seed cost − fertilizer cost. Regrowing crops (Blueberry, Hops, Strawberry, Cranberries, Ancient Fruit) buy seed once for the whole season; non-regrowing crops buy a new seed every cycle. The calculator runs that arithmetic for all 36 plantable crops and ranks them, so the order you see is the honest answer under one consistent rule.
The dataset ships every plantable crop from Stardew Valley 1.6.x, each with its base (normal-quality) sell price, Pierre and JojaMart seed prices, growth and regrowth days, expected yield, and what it processes into. Quality is modeled as an expected value across the whole season using the official quality formula — not a best-case Iridium assumption — because over dozens of harvests the variance averages out, and the expected value is what you actually bank. One detail that worse calculators get wrong and this one gets right: crops put into a Keg or Preserves Jar are valued from the base (normal) price, so the crop's star rating never changes the artisan-good price. An Iridium-quality Ancient Fruit still makes 1,650g wine (550 × 3), not 825 × 3.
Crop data is from the Stardew Valley Wiki (CC BY-NC-SA 3.0); the game is © ConcernedApe, with data pinned to 1.6.x (1.6.15). Every calculation runs locally in your browser, so your inputs never leave your device.

How to calculate Stardew Valley crop profit (with the manual steps)

The tool needs 4 steps; doing it by hand takes 6. Both are below.
Using the tool
1. Pick the season (Spring, Summer, Fall, Winter or Greenhouse) and the current day of the season (day 1–28). Days left = 29 − current day.
2. Set your farming level (default 10) and fertilizer. Higher level and stronger fertilizer raise crop quality.
3. Choose how you sell: raw, Keg (wine / juice / pale ale), Preserves Jar (jam / pickles), or "Best per crop" to let the tool pick the highest-earning route for each crop. Toggle Tiller and Artisan.
4. Read the ranked table: each row shows gold per day, total seasonal profit, harvest count, days to first harvest, and how it is sold. Tap any row for the full breakdown.
By hand
1. Days left = 29 − current day (planting on day 1 = 28 days).
2. Harvest count. Non-regrowing crop: floor(days left ÷ growth days). Regrowing crop: 1 + floor((days left − growth days) ÷ regrow days).
3. Price per unit. Raw = base price × expected quality multiplier × (Tiller 1.1). Wine = base × 3; Juice = base × 2.25; Jam / Pickles = base × 2 + 50; Pale Ale = a flat 300; processed goods then × (Artisan 1.4).
4. Revenue = harvests × yield per harvest × price per unit.
5. Subtract cost: a regrowing crop subtracts 1 seed for the whole season; a non-regrowing crop subtracts (harvests × seed price).
6. Gold per day = total profit ÷ days the tile is occupied. Occupied days for a regrowing crop = the whole days-left window; for a non-regrowing crop = harvests × growth days.
That arithmetic is exactly what any decent profit calculator runs internally. The difference here is that most tools show only a final number, while this one prints harvest count, quality multiplier, price per unit and seed cost line by line — so you can audit it and learn from it.

Gold per day — the full formula

gday=hyvcseedcfertdusedg_{\text{day}} = \dfrac{h \cdot y \cdot v - c_{\text{seed}} - c_{\text{fert}}}{d_{\text{used}}}
  • gdayg_{\text{day}} = Gold per day (g/day); the table sorts on this descending by default.
  • hh = Number of harvests this season.
  • yy = Expected yield per harvest (Blueberry 3, Cranberries 2, Potato 1.25, most crops 1).
  • vv = Price per unit sold. Raw = base price × quality multiplier × (Tiller 1.1); processed goods use the multipliers below, then × (Artisan 1.4).
  • cseedc_{\text{seed}} = Total seed cost. Regrowing crops buy 1 seed for the season; non-regrowing crops buy 1 per harvest.
  • cfertc_{\text{fert}} = Fertilizer cost (one-time per tile; off by default, since most players craft their own fertilizer).
  • dusedd_{\text{used}} = Days the tile is occupied. Regrowing crops = the whole days-left window; non-regrowing crops = harvests × growth days.
The expected quality multiplier comes from the official quality formula: gold chance=0.2(L/10)+0.2F((L+2)/12)+0.01\text{gold chance} = 0.2\cdot(L/10) + 0.2\cdot F\cdot((L+2)/12) + 0.01 where L is the farming level (0–10) and F is the fertilizer tier (none 0, Basic 1, Quality 2, Deluxe 3). Silver chance = min(2 × gold chance, 0.75), and Iridium chance = gold chance ÷ 2 (Iridium is only reachable with Deluxe fertilizer). Weighting the quality probabilities against the sell multipliers (Normal 1.0, Silver 1.25, Gold 1.5, Iridium 2.0) gives the expected quality multiplier the tool uses. Important: the quality multiplier only applies to raw sales — anything sent through a Keg or Preserves Jar is priced from the base (normal-quality) value regardless of star rating.

Worked examples with the full math

Summer Blueberry, sold raw — where gold/day comes from

Inputs: Summer, day 1 (28 days left), Farming 10, no fertilizer, Tiller on, Artisan off, sell raw, Pierre seeds. Blueberry grows in 13 days, regrows every 4, yields 3 per harvest, base price 50. Harvests = 1 + floor((28 − 13) ÷ 4) = 1 + 3 = 4. At Farming 10 with no fertilizer the expected quality multiplier ≈ 1.19. Price per berry = 50 × 1.19 × 1.1 (Tiller) ≈ 65.3g. Revenue = 4 × 3 × 65.3 ≈ 784g, minus 80g seed = 704g, occupied 28 days → ≈25 g/day. That is exactly the row you see in the ranked table.

Summer Hops → Pale Ale: the gold/day leader on paper

Same inputs, but set the route to Keg with Artisan on. Hops grow in 11 days, regrow every 1 day, base price 25. Harvests = 1 + floor((28 − 11) ÷ 1) = 18. Pale Ale is a flat 300, × 1.4 Artisan = 420g per bottle. Revenue = 18 × 420 = 7,560g, minus 60g seed = 7,500g, occupied 28 days → ≈268 g/day. Under the assumption that you have enough Kegs to process every harvest, Hops Pale Ale tops gold/day in Summer and the Greenhouse. This is why guides say "Hops earns the most on paper" — but it demands a daily harvest and a wall of Kegs, so most players move to lower-effort crops as the save matures.

Summer Starfruit Wine: the high-ticket mid-game pick

Starfruit has a base price of 750 — the most valuable summer crop you can ferment. Wine = 750 × 3 = 2,250g per bottle; with Artisan that becomes 2,250 × 1.4 = 3,150g per bottle. Quality never raises that — a Gold-star Starfruit still makes a normal 2,250g wine. Planted on day 1 it grows in 13 days and does not regrow, so a single tile gives 2 harvests over a summer; on "Best per crop" the tool auto-selects Wine (far above raw or jam). Starfruit Wine aged in a Cask is a common way to build the first big bankroll (Cask aging is out of this calculator's scope).

Greenhouse Ancient Fruit Wine: the low-maintenance late-game stream

The Greenhouse is computed over a 28-day window so it compares fairly with normal seasons. Ancient Fruit has a base price of 550, grows in 28 days, then regrows every 7, and needs only one seed for the whole run (from a Seed Maker or a chest — the tool treats its seed cost as 0). Wine = 550 × 3 = 1,650g, × 1.4 Artisan = 2,310g per bottle. Ancient Fruit never withers at season change, so one greenhouse planting produces wine all year — low effort, high value. If you have enough Kegs, Hops Pale Ale technically beats it on gold/day, but Ancient Fruit barely needs tending, which is why it is the late-game favorite — exactly the community consensus.

Wine or jam? Pickles or juice? — a comparison table

The trade-off behind "Best per crop": the tool picks the route with the highest per-unit value. Wine is base × 3 and Juice is base × 2.25; Jam and Pickles are "base × 2 + 50". So jam beats wine only when base × 2 + 50 > base × 3, i.e. when the base price is below 50g; pickles beat juice when base × 2 + 50 > base × 2.25, i.e. below 200g. The table below compares per-unit base value before Artisan (× 1.4):
CropBaseWine / JuiceJam / PicklesBest
Blueberry (fruit)50150 (wine)150 (jam)wine (tie, wine wins)
Strawberry (fruit)120360 (wine)290 (jam)wine
Starfruit (fruit)7502,250 (wine)1,550 (jam)wine
Parsnip (vegetable)3579 (juice)120 (pickles)pickles
Pumpkin (vegetable)320720 (juice)690 (pickles)juice
Rule of thumb: fruit under 50g base is better as jam, pricier fruit (and any fruit that ties, like Blueberry) is better as wine; vegetables under 200g base are better pickled. The tool decides this per crop on unit value, so you do not have to memorize the table.

Crop-profit tips every Stardew Valley farmer should know

  • Look at gold per day, not the sticker price. A Sweet Gem Berry sells for 3,000g, but it grows for 24 days, never regrows, and the seed is expensive, so it works out to roughly 122 g/day at Farming 10; a Blueberry sells for just 50g, yet regrows every 4 days yielding 3 each time for steady season-long income. Ranking by gold/day is the only fair comparison.
  • Processed goods ignore star quality. A Gold-star Ancient Fruit sells raw for 825, but its wine is always 550 × 3 = 1,650 — the star rating is wasted in a Keg. So if a crop is destined for wine, do not spend Deluxe fertilizer trying to push its quality; save the Deluxe fertilizer for high-value crops you will sell raw.
  • Wine usually beats jam on unit value. Wine is base × 3 and Juice is base × 2.25; Jam and Pickles are "base × 2 + 50". So jam only out-values wine when the base price is below 50g (e.g. Parsnip, where 35×2+50 = 120 > 35×3 = 105). At exactly 50g, like Blueberry, wine and jam tie at 150 and the tool's "Best per crop" resolves the tie to wine; above 50g, pricey fruit (Strawberry, Starfruit, Ancient Fruit) is always better as wine. The tool compares unit value, not processing speed, so pick "Best per crop" and let it judge each crop for you.
  • Plant regrowing crops as early as possible. Blueberry, Hops, Strawberry, Cranberries, Grape, Tomato and Ancient Fruit buy seed only once per season, so the earlier you plant, the more regrowth harvests you get. The same Blueberry gives 4 harvests planted on day 1 but only 1–2 if planted on day 10 — a big gold/day gap. The tool's "current day" input is exactly for working this out.
  • Ancient Fruit is the low-maintenance Greenhouse king, but Hops Pale Ale earns more on paper. Under the assumption that you have enough Kegs to process every harvest, the tool ranks Hops Pale Ale first in Summer and the Greenhouse. If you do not have a wall of Kegs and do not want to harvest daily, Ancient Fruit is the best balance of income and effort — matching the community consensus.
  • Some crops cannot be grown in Year 1. Red Cabbage, Garlic and Artichoke need Year-2 seeds; Starfruit, Rhubarb and Beet require unlocking the Desert Oasis; Ancient Fruit needs a Rare/Ancient Seed. The tool flags these with "Y2+", "Oasis" and "rare" badges, so Year-1 players can simply pick the unbadged rows.
  • Fertilizer cost is off by default. Most players make Basic fertilizer from tree sap and compost their own Quality fertilizer for almost nothing, so "Subtract fertilizer cost" is off by default. If you actually buy fertilizer, turn the toggle on and the tool deducts the one-time per-tile price from profit.
  • A result looks off? Tap the row for the breakdown. Harvest count, quality multiplier, price per unit and seed cost are all listed, so you can see which step differs from your expectation. The tool assumes you have enough Kegs and Jars to process every harvest and that all seeds are bought; it does not model giant crops, the Seed Maker, or a Keg-count limit — those turn the closed-form formula into a day-by-day simulation, which is outside its scope.

Stardew Valley crop calculator — frequently asked questions

Is this Stardew Valley crop calculator free?

Yes — free, with no account or login. Everything is computed locally in your browser, so the season, day and other inputs you choose never get uploaded to any server.

What is the most profitable crop in Stardew Valley?

Under the assumption that you have enough Kegs to process every harvest, by gold per day the top crop in Summer and the Greenhouse is Hops made into Pale Ale; mid-game it is Starfruit Wine, and late-game Ancient Fruit Wine is the lowest-effort. For raw selling, Sweet Gem Berry tops Fall at roughly 122 g/day. The exact answer depends on your professions, fertilizer and days left, so run the calculator above with your own setup.

Why does Hops Pale Ale rank above Ancient Fruit?

Because the tool assumes you have enough Kegs to process every harvest. Hops grows in 11 days then regrows daily, so one tile yields 18 harvests in a summer, and each Pale Ale is a flat 300g, which does top gold per day. But Hops needs a daily harvest and a huge number of Kegs; Ancient Fruit barely needs tending, which is why late-game players favor it. The tool computes both so you can compare.

How much does Ancient Fruit Wine sell for — is it base × 3 + 500?

No. In the current 1.6.x game, Wine = the fruit's base price × 3, with no "+ 500" term. Ancient Fruit's base price is 550, so Wine = 550 × 3 = 1,650g; with the Artisan profession it becomes 1,650 × 1.4 = 2,310g. The "× 3 + 500" formula seen in some old guides is outdated or simply wrong.

Does a crop's star quality (Gold, Iridium) make its wine sell for more?

No. Processed goods are always priced from the base (normal) value: a Gold-star Ancient Fruit sells raw for 825, but its wine is still 550 × 3 = 1,650, not 825 × 3. Star quality only affects the raw sale price, never Keg or Preserves Jar products. (Aging finished wine in a Cask is a separate mechanic, and that is out of this calculator's scope.)

Summer Blueberry or Hops — which earns more?

Selling raw, Blueberry is the steadier pick (regrows every 4 days, 3 berries each, about 25 g/day). But for gold per day after processing, Hops Pale Ale wins (regrows daily, 18 bottles a summer at 300g each) — provided you have enough Kegs. Without Kegs, Blueberry, and Blueberry jam in particular, is the safe call.

Keg or Preserves Jar — which should I use?

It depends on the crop's unit value. Wine = base × 3; Jam = base × 2 + 50. Jam only out-values wine when the base price is below 50g (so a cheap fruit like Hot Pepper wins as jam); at exactly 50g, like Blueberry, they tie at 150 and the tool picks wine; pricier fruit is always better as wine. For vegetables, pickles (base × 2 + 50) beat juice (base × 2.25) below 200g base. Pick "Best per crop" and the tool decides each crop on unit value for you — something most calculators leave to a separate guide.

Are the same crops available in Year 1 as in later years?

No. Red Cabbage, Garlic and Artichoke need Year-2 seeds; Starfruit, Rhubarb and Beet require unlocking the Desert Oasis; Ancient Fruit needs a Rare/Ancient Seed. The calculator marks these with "Y2+", "Oasis" and "rare" badges, so a Year-1 player can just choose the unbadged crops.

What is the most profitable Greenhouse crop?

The Greenhouse has no season limit, so regrowing crops produce year-round. By gold per day the leader is Hops Pale Ale (needs many Kegs), while the highest-value, lowest-effort option is Ancient Fruit Wine — plant once, harvest all year, no withering. The tool computes the Greenhouse over a 28-day window so its gold/day compares directly with normal seasons.

How accurate is this calculator and which version is it for?

Accurate. Each crop's base sell price, seed price, growth/regrow days and yield come from the Stardew Valley Wiki (1.6.x, version 1.6.15), and the quality formula and Keg/Preserves Jar multipliers follow the official mechanics, cross-checked against thorinair's Stardew Profits and StardewPriceDB gold/day figures.

Does the calculator model giant crops and the Seed Maker?

No. The tool assumes you have enough Kegs and Jars to process every harvest and that all seeds are bought; it does not model giant crops (Cauliflower / Melon / Pumpkin going giant), the Seed Maker recovery loop, or a Keg-count limit. Those mechanics would turn the closed-form formula into a day-by-day simulation, which is outside its scope.

Does it work on my phone?

Yes. The inputs stack vertically on narrow screens and the ranked crop table collapses into one card per crop, with gold/day as the big number on each card — no side-to-side scrolling. Many crop calculators are desktop-only; this one runs the full ranking on a phone too.

Why does a crop show negative profit?

Because the seed costs more than the harvest returns. Coffee Bean is the classic case: its seed is 2,500g, but a summer tile yields about 10 harvests × 4 beans at roughly 20g each ≈ 784g raw — so profit is around −1,716g, shown in red and sunk to the bottom. (If a crop simply has no time to mature it buys no seed, so it shows 0 profit and "—" gold/day, not a negative.) Listing the genuine losers honestly is how the tool tells you "do not plant this right now".


Stardew Valley crop-profit glossary

Gold per day (g/day)

Total seasonal profit ÷ the days a crop's tile is occupied — the calculator's main ranking metric. It puts "expensive but slow" crops and "cheap but fast, high-yield" crops on the same scale; a high sticker price does not guarantee high gold per day.

Regrowing crop

A crop that, once mature, does not need replanting and produces again every few days — Blueberry (4), Hops (1), Cranberries (5), Grape, Tomato, Ancient Fruit (7). You buy seed only once per season, so planting earlier yields more harvests.

Expected quality multiplier

The average sell multiplier (Normal 1.0, Silver 1.25, Gold 1.5, Iridium 2.0) weighted by each quality's probability across a season. The tool uses expected value rather than best case because variance averages out over dozens of harvests.

Keg (wine / juice / pale ale)

A machine that turns crops into higher-value goods: Fruit → Wine (base × 3, 7 days), Vegetable → Juice (× 2.25, 4 days), Hops → Pale Ale (flat 300, about 1.75 days). Processed goods are valued from the base (normal) price.

Preserves Jar (jam / pickles)

The other processing machine: Fruit → Jam, Vegetable → Pickles, both worth "base × 2 + 50" and done in 3 days. It beats the Keg for low-value crops because it is fast and has a fixed floor price.

Tiller / Artisan / Agriculturist

The three farming professions. Tiller (level 5): +10% on raw crops sold. Artisan (level 10): +40% on wine, jam and other artisan goods. Agriculturist (level 10): crops grow 10% faster. In-game, Artisan and Agriculturist are mutually exclusive.

Pierre / JojaMart

The two seed shops. Pierre's General Store is the default source; without a membership, JojaMart sells some seeds for more. The tool uses Pierre prices by default and can switch to Joja in the advanced options.

Greenhouse

An indoor plot with no season limit, where regrowing crops produce year-round and nothing withers at season change. The tool computes it over a 28-day window so its gold/day compares directly with a normal season.

Days occupied

The denominator of the formula. A regrowing crop holds its tile for the whole days-left window, so its occupied days = days left; a non-regrowing crop's occupied days = harvests × growth days. It defines the "day" in gold per day.


Sources & References

  1. Stardew Valley Wiki — Farming: the canonical crop-quality formula (gold chance = 0.2·(L/10) + 0.2·F·((L+2)/12) + 0.01), silver/iridium chances, the Silver 1.25× / Gold 1.5× / Iridium 2× sell multipliers, and the Tiller (+10% raw), Artisan (+40% artisan goods) and Agriculturist (−10% growth) professions.
  2. Stardew Valley Wiki — Crops: per-crop base sell price (normal quality), growth and regrowth days, expected yield and seasonal availability for the full 1.6.x crop list used in this calculator's dataset.
  3. Stardew Valley Wiki — Keg: confirms Wine = 3× the fruit's base price, Juice = 2.25× the vegetable's base price, and Pale Ale = a flat 300g from Hops, plus each product's fermentation time.
  4. Stardew Valley Wiki — Preserves Jar: confirms the Jam/Jelly and Pickles value formula (2 × base price + 50), used for the Jar processing route.
  5. thorinair, “Stardew Profits” (open-source, MIT): the reference gold/day data model this calculator mirrors — season, days remaining, regrowth, quality, fertilizer, professions and keg/jar processing without machine-throughput limiting.
  6. StardewPriceDB — Most Profitable Crops (1.6.15): an independent gold-per-day chart and keg-vs-jar comparison used to cross-check this calculator's rankings against a third-party source.

Content verified by the Smart Calculators Team