Methodology & data sources

The exact formulas and where every number comes from, so you can verify any result.

Last updated: 08 Oct 2026

Core formulas

  • Gold per day (single harvest) = (sell price × harvests − seed cost) ÷ 28
  • Harvests (regrow crops) = 1 + floor((days left − first growth) ÷ regrow days)
  • Keg value = base crop price × processing multiplier (wine ≈ 3× fruit base, juice ≈ 2.25× vegetable base, exact per-product values from the wiki, compiled in the crop table)
  • Jar value = base × 2 + 50 (pickles and jelly)
  • Quality multipliers = silver 1.25×, gold 1.5×, iridium 2.0× (applied with floor rounding)
  • Profession effects = Tiller +10% crops, Artisan +40% artisan goods, Rancher +20% animal products

Quality probabilities depend on farming level and fertilizer; where we model them we use the wiki's documented tables and note assumptions in the tool.

Data sources

  • Crop tables: Stardew Valley Wiki (Crops pages), prices, growth days, regrow days, trellis/scythe notes. Compiled with source citations in our dataset.
  • Processing: Wiki pages for Keg, Preserves Jar and Dehydrator, product names, multipliers, processing times.
  • Animals: Wiki Animals and individual barn/coop pages, animal costs, product prices.
  • Quality/professions: Wiki Gold and Farming pages, exact multiplier values.

Game data reflects the current release (1.6+) at compile time; changes ship with changelog entries.

Known limitations

  • Keg timing during the last days of a season is simplified: processing that would finish after season end is still valued as if sold, since players can store crops or process across seasons in most cases. Where this matters we say so in the result notes.
  • Quality modeling uses base quality unless you select a quality mode; mixed-quality harvests average out in practice, and fertilizers shift the mix.
  • Weather and events (rain days, festivals) can shift planting schedules and are not modeled.

Testing & corrections

  1. Every formula has a hand-verified test case that must pass before deploy.
  2. Worked example: starfruit summer, seed 400g, base sell 750g, 13-day growth. Planting day 1 gives floor(28 ÷ 13) = 2 plantings with replanting; profit = 750×2 − 400×2 = 700g over 28 days = 25.0 gold/day. The calculator reproduces this exactly (see test suite).
  3. Corrections: report with a source; confirmed fixes ship with a changelog entry.

AI use disclosure

Pages are drafted with tooling assistance and reviewed before publishing; every game value is verified against the wiki sources above. No invented numbers appear on this site.