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Stardew Valley Crop Profit Calculator

Plan a Stardew Valley crop from planting day to final harvest. Compare raw sales, preserves jars, and kegs while accounting for regrowth, expected extra yield, seed purchases, and the Tiller, Agriculturist, or Artisan profession path.

Crop and harvest plan

Include the planting day. A crop with four growth days planted on day 1 is first harvested on day 5.

Leave blank to use the embedded seed value. Override it for Traveling Cart prices, festival purchases, Seed Maker plans, or another source.

Stardew Valley 1.6 crop reference, July 2026

Estimated net profit

52,000g

1,857g per calendar day after modelled seed spending.

Gross revenue

60,000g

Seed cost

8,000g

Complete harvests

4

Expected items produced

1,200
Timing, value, and processing details

First harvest day

14

Last harvest day

26

Raw crop value per item

50g

Raw crop value per item

50g

Profit per tile

520g

Seeds purchased

100

1 planting per tile.

Raw-sale revenue

60,000g

Processing value difference

0g

Difference from selling the same expected output as raw crops.

This result does not limit machine capacity or include processing time, fertiliser, crop quality distribution, missed watering, giant crops, equipment costs, or the value of your time.

Plan What Can Actually Be Harvested

A high sell price means little when the crop cannot mature before the window closes. Start with the number of calendar days available, including planting day. The calculator counts only complete harvests and shows the first and last harvest day so you can see whether the plan fits.

For non-regrowing crops, it assumes you replant on each harvest day only when another complete cycle fits. Regrowing crops use one planting and continue at their fixed regrowth interval after the first harvest.

The current calculator uses the crops contained in its embedded dataset labelled “Stardew Valley 1.6 crop reference, July 2026”. The table below is generated from that same data, so the page and calculator do not silently use different values.

Crops currently available in this calculator

Expected items per harvest may include fractional averages for random extra-yield crops.

Crops currently available in this calculator
CropSeasonDefault seed costBase sell priceInitial growthRegrowthExpected items
Parsnipspring20g35g4 daysReplant1
Potatospring50g80g6 daysReplant1.2
Strawberryspring100g120g8 days4 days1
Blueberrysummer80g50g13 days4 days3
Starfruitsummer400g750g13 daysReplant1
Melonsummer80g250g12 daysReplant1
Cranberryfall240g75g7 days5 days2
Pumpkinfall100g320g13 daysReplant1
Ancient Fruitspecial550g550g28 days7 days1
Pineapplespecial100g300g14 days7 days1

Swipe horizontally to view the full table.

The Planting Day Changes the Calendar

Stardew describes a Parsnip as taking four days to mature, but a seed planted and watered on Spring 1 is harvested on Spring 5. Spring 1 is the planting day; the four growth days happen after it.

This distinction prevents a common profit-calculator error. Twenty-eight calendar days fit six complete four-day Parsnip cycles, with harvests on days 5, 9, 13, 17, 21, and 25. Simply dividing 28 by 4 incorrectly produces seven.

The calculator assumes immediate watering after planting or replanting and no missed watering days. A dry day delays the crop and can remove a later harvest from the plan.

How planting day and growth days fit together

How planting day and growth days fit together
PlanComplete harvestsHarvest daysWhy
Parsnip, 4 growth days, 28-day window65, 9, 13, 17, 21, 25Planting day is separate; day 29 would be required for a seventh harvest.
Blueberry, 13 days then 4-day regrowth414, 18, 22, 26The first harvest uses initial growth; later harvests use the regrowth interval.
Starfruit, 13 growth days, 13-day window0NoneThirteen growth days plus the planting day require a 14-day calendar window.
Starfruit, 13 growth days, 14-day window114The crop completes all 13 growth days after being planted on day 1.

Swipe horizontally to view the full table.

Raw Crop, Preserves Jar, or Keg?

Processing is not one universal multiplier. Preserves jars turn fruit into jelly and vegetables into pickles using twice the crop’s base price plus 50g. Kegs turn fruit into wine at three times base price, while vegetable juice uses 2.25 times base price.

Crop quality does not increase the base value of jelly, pickles, wine, or juice. A gold-quality crop therefore produces the same standard processed item value as a normal-quality crop of the same type. Artisan then increases the processed item’s value by 40%.

The calculator applies the selected processing method to every expected item immediately. That is useful for comparing value, but it is not a machine-throughput forecast. A field can produce more crops than your jars or kegs can process before the end of the season.

Raw and processed value rules

Raw and processed value rules
Sale methodFruit resultVegetable resultCrop quality effect
Sell rawBase price × quality; Tiller if selectedBase price × quality; Tiller if selectedQuality affects value
Preserves jarJelly = base price × 2 + 50gPickles = base price × 2 + 50gInput quality is ignored
KegWine = base price × 3Juice = base price × 2.25Input quality is ignored
ArtisanProcessed value × 1.4Processed value × 1.4Applied to the finished artisan good

Swipe horizontally to view the full table.

Choose One Profession Path

Tiller increases raw crop sale prices by 10%. Agriculturist and Artisan are separate Level 10 choices reached through Tiller: Agriculturist shortens initial crop growth, while Artisan increases artisan-goods sale prices.

The calculator therefore uses one profession selector instead of independent checkboxes. Selecting Agriculturist or Artisan automatically includes the underlying Tiller profession where it applies.

Players can pay to change professions and may grow crops under Agriculturist before later selling stored artisan goods under Artisan. That can be a valid strategy, but it involves timing and profession switching that this single-plan calculation does not simulate.

Profession choices used by the calculator

Profession choices used by the calculator
Selected pathRaw crop effectGrowth effectArtisan-good effect
NoneBase valueBase growth timeBase value
Tiller+10%Base growth timeBase value
Agriculturist+10% from underlying TillerInitial growth shortened by 10%; regrowth unchangedBase value
Artisan+10% from underlying TillerBase growth time+40%

Swipe horizontally to view the full table.

Expected Yield Is Not a Guaranteed Harvest

Potatoes, Cranberries, and Strawberries can produce random extra items. Instead of pretending that every tile produces the same fixed result, the calculator uses an expected average yield across many plants and harvests.

That is why the displayed item total can contain a decimal. You will never pick up a fraction of a crop in-game; the decimal represents the long-run average used for planning. A small field or a single harvest can differ noticeably because of random rolls and Daily Luck.

For multi-item crops, fertiliser quality does not apply equally to every extra item. The current interface therefore keeps the raw crop calculation at normal quality rather than applying one quality multiplier to an entire Blueberry, Cranberry, or Potato harvest.

What Net Profit Includes

Net profit is gross crop or artisan-good value minus the modelled seed purchases. For non-regrowing crops, the calculator buys another seed for every complete planting cycle. For a regrowing crop, it buys one initial seed per tile.

The optional seed-cost field matters for crops whose acquisition cost varies. Strawberry Seeds can come from festival purchases or other sources, while Ancient Seeds and Pineapple Seeds do not have one universal shop price that represents every save. Enter the cost that matches your plan.

The result does not deduct fertiliser, machines, coal, farm buildings, sprinklers, tool upgrades, energy, storage, processing time, or opportunity cost. It answers a focused question: what is the modeled crop value after seeds under the assumptions selected?

Where This Planner Stops

This is not yet a complete all-crop optimizer. It compares one of the embedded crops under one field size, one calendar window, one profession state, and one sale method.

It does not rank every Stardew crop, import a save, allocate a limited collection of machines, calculate mixed-quality harvests, build a greenhouse layout, or determine the best use of each jar and keg over time.

Those omissions are stated openly because a smaller transparent calculation is more useful than an apparently precise recommendation built on hidden assumptions.

Crop-plan formulas

Calendar days include planting day. The floor function counts only complete harvests. Processing prices use the crop’s base price and are rounded down where the game produces an integer sale value.

Formula variables

Calendar days available, including planting day
Nights available for crop growth
Adjusted initial growth days
Regrowth interval
Number of complete harvests
Number of planted tiles
Expected items per tile and harvest
Crop base sale price
Selected raw or processed unit value
Total modelled seed cost
Available growth nights
Non-regrowing harvests
Regrowing harvests
Expected items produced
Jelly or pickles
Fruit wine
Vegetable juice
Net profit

Examples

Blueberries across a full 28-day summer

1

Input

100 Blueberry tiles; 28 calendar days; normal quality; no profession; sell raw.

Show result

Result

The first harvest is day 14, followed by days 18, 22, and 26. Four harvests produce 1,200 Blueberries. Gross revenue is 60,000g, seed cost is 8,000g, and estimated net profit is 52,000g.

The plan assumes every tile is watered and each harvest is collected on time.

Why Parsnips produce six harvests, not seven

2

Input

1 Parsnip tile; 28 calendar days; normal quality; no profession; sell raw.

Show result

Result

The crop is harvested on days 5, 9, 13, 17, 21, and 25. Six Parsnips sell for 210g and six seed packets cost 120g, leaving 90g net profit.

Dividing 28 by the four-day growth time incorrectly counts planting day as a growth day.

Artisan Starfruit wine

3

Input

1 Starfruit tile; 14 calendar days; keg processing; Artisan selected.

Show result

Result

One Starfruit is harvested on day 14. Wine has a base value of 2,250g and Artisan increases it to 3,150g. After the 400g seed, estimated net profit is 2,750g.

The result assumes the Starfruit can be placed into an available keg without waiting.

Pumpkin juice is not priced like wine

4

Input

1 Pumpkin tile; 14 calendar days; keg processing; Artisan selected.

Show result

Result

Pumpkin is a vegetable, so its juice value begins at 320g × 2.25 = 720g rather than 320g × 3. Artisan increases the juice to 1,008g. After the 100g seed, net profit is 908g.

Using the fruit-wine multiplier would incorrectly overvalue the Pumpkin.

Frequently Asked Questions

Does the number of days include planting day?

Yes. Enter the complete calendar window. A crop planted on day 1 with four listed growth days is first harvested on day 5.

Why can I harvest only six Parsnip crops in 28 days?

The planting day is separate from the four growth days. With immediate replanting, the harvests fall on days 5, 9, 13, 17, 21, and 25. A seventh would mature on day 29.

Does Agriculturist shorten a crop’s regrowth time?

No. It shortens the initial growth period. A Blueberry plant reaches its first harvest sooner, but it still produces again every four days afterward.

Why can’t I select Agriculturist and Artisan together?

They are alternative Level 10 profession choices beneath Tiller. Players can change professions and use a switching strategy, but they are not normally active together as one profession state.

Why does a keg use different formulas for fruit and vegetables?

Fruit becomes wine at three times the crop’s base price. Vegetables become juice at 2.25 times base price. Applying the wine formula to vegetables overstates their value.

Does crop quality increase wine, juice, jelly, or pickle value?

No. Standard processed-item value uses the crop’s base price rather than the input item’s silver, gold, or iridium quality. Artisan affects the finished product.

Why does the expected crop quantity contain a decimal?

Some crops have random chances to produce extra items. The decimal is a long-run average across many plants and harvests, not a claim that the game produces fractional items.

What should I enter for seed cost?

Leave it blank to use the embedded default. Enter your actual per-seed cost when buying from another source or when the crop does not have one universal shop price.

Does the calculator account for processing time and machine count?

No. Selecting a jar or keg values every expected item as processed. It does not calculate how many machines are needed or whether processing finishes before a deadline.

Does the calculator model fertiliser or crop quality?

Not yet. Raw crops are valued at normal quality. Fertiliser quality probabilities, Speed-Gro, Deluxe Speed-Gro, Hyper Speed-Gro, and mixed-quality multi-item harvests are not currently simulated.

Does the calculator enforce crop seasons?

No. The season is displayed for guidance, but the tool does not prevent an out-of-season plan or determine whether the crop is being grown in the greenhouse or on Ginger Island.

Does it include every Stardew Valley crop?

No. It currently includes only the crops shown in the supported-crops table. The table is generated from the same local dataset used by the calculator.

Is this based on a Stardew Valley save file?

No. The calculator does not read or upload saves. All inputs are entered manually and calculated in the browser.