Gold per day, explained properly
"Best crop" arguments go wrong because people compare different things: price per harvest, days to grow, or nothing at all. Four numbers decide everything, and once you have them, the answer is arithmetic.
Published 08 Oct 2026 · By the StardewTools team
Quick answer
Profit = (sell price × harvests) − seed cost, divided by the days it takes (28 for a season).
Harvests depend on growth time and (for regrowing crops) the regrow rhythm:
1 + floor((days left − growth days) ÷ regrow days).
Use the crop profit calculator for any crop, or the
best-crop finder to rank everything for your remaining days.
The four numbers that decide profit
- Seed cost. What you pay per planting, subtracted once per seed, however many harvests it gives.
- Sell price per harvest. Base price, before quality bonuses. Quality pushes this up: silver +25%, gold +50%, iridium +100%.
- Growth time & regrow rhythm. Single-harvest crops (cauliflower, melon, pumpkin) pay once; regrow crops (blueberry, cranberry, ancient fruit) keep paying every few days. The rhythm is the whole advantage of the second kind.
- Processing option. Kegs and jars multiply value with only time as the input: wine ≈ 3× fruit base, juice ≈ 2.25× vegetable base, pickles/jelly = base × 2 + 50.
Worked example: starfruit vs cranberry
Starfruit (summer): seed 400g, base 750g, 13 days to grow, no regrow. With replanting, floor(28 ÷ 13) = 2 plantings: profit = 750×2 − 400×2 = 700g per season, or 25 g/day raw. Processed into wine (3× = 2250g each), the same crop netts 2250×2 − 800 = 3700g: 132 g/day. The keg transforms the answer.
Cranberry (fall): seed 240g, base 75g, 7 days grow, 5 days regrow, 2 berries per harvest. From day 1: 1 + floor((28 − 7) ÷ 5) = 5 harvests. Profit = 75 × 2 × 5 − 240 = 510g, or 18.2 g/day. Two completely different shapes of income: starfruit pays in big single hits (great for kegs), cranberries in steady small ones (great raw or for jellies).
Numbers here come from the wiki tables in our dataset; the calculator reproduces both examples exactly (see the test suite on the methodology page). Always check the tool for your exact planting day, mid-season the ranking changes.
Common mistakes
- Comparing per harvest, not per day. The slow expensive crop often loses.
- Forgetting seed cost entirely. For cheap crops the seed can be a third of the revenue.
- Ignoring processing capacity. A keg shed changes which crop is best; the tools show both raw and processed numbers for exactly this reason.
- Planting with too few days left. A crop that cannot finish is a total loss, the best-crop finder filters these out.
Frequently asked questions
Is the most expensive crop always the most profitable?
No. Profit depends on gold per day, not gold per harvest: a cheap fast crop can out-earn an expensive slow one over a season. And with artisan processing, the ranking can flip again, pumpkins out-process melons in a keg cycle, for example. Always compare per-day, after costs.
How do I calculate crop profit for the days I have left?
Count how many harvests fit before season end: for regrowing crops, 1 + floor((days left − growth days) ÷ regrow days). Multiply by sell price, subtract seed cost, divide by 28. The best crop finder does this for every crop automatically.
Do I subtract the seed cost from every harvest or once?
Once per planting. If a crop gives 3 harvests from one seed, the seed cost is subtracted once from the total: profit = price × 3 − seed price. (Replanting changes this: each new seed is a new cost.)
When does processing beat selling raw?
Almost always when you have keg/jar capacity you would otherwise leave idle, because processing multiplies value using only time. The exceptions are when you need cash immediately or when the crop is more valuable as a direct gift/quest item. The calculators show both numbers side by side.