Stardew Valley Calculator

Stardew Valley · Updated 2026-10-08

Fall Seeds Profit Calculator — Stardew Valley

Fall Seeds
Planting seed

Fall Seeds earns 172.5g net profit from 3 harvests in this 27-day starting plan. Change the season, sale route or seed cost below to match your farm.

Fall Seeds starting profit

Starting plan: 1 plant, 27 growing days, raw sales, none fertilizer, fixed quality. Sorted by Total profit. Values below describe this page’s starting plan; use the calculator below for your own settings.

CropHarvestsRevenueSeed costFertilizer costNet profitProfit / dayTotal profit
Fall Seeds3172.5g0g0g172.5g6.39g172.5g
Selected cropFall Seeds27 growing days · 3 harvests · Expected yield
Net profit
172.5g
Profit / day
6.39g
Total ROI
—
Daily ROI
—
Harvest dates, costs & sale details ↓

Plan your planting

Season
Crop
Growing area, replanting & sale routeGreenhouse / Island: season-free

Plant fall 1. 27 growth days; crops only survive their valid seasons. Planting day is not a growth day.

Sale route
Compare selected crops

Select two or more crops to compare the same planting and sale settings.

Crop products
Quality, skills & food
Quality mode
Quality of first item
Farming food buff
Fertilizer
Profession
Seed sources, budget & costs

Choose available sources; budget caps the initial planting, not reinvestment. Crafted/found/bartered seeds are zero cash cost, not unlimited stock.

Machines, aging & seed recovery
Aging quality (Keg products)

Queues include machine and cask time. Zero means enough parallel machines, never instant goods. In-progress products stay inventory, not sales. Seed recovery assumes separate Seed Makers can finish the reserved inputs that day; results are an expected seed-yield scenario.

Help & formulasUpdates

Fall Seeds profit

18 crops

27 growing days · 3 harvests. Daily averages use 27 days; daily ROI uses 27 days. Buy fertilizer once per planted tile and seeds for each planting batch.

1 / 1 planted tiles · Crafted wild seeds · 7 days to mature

Seed costs
0g
Fertilizer costs
0g
Raw sales
172.5g
Completed goods
0g
Total sales
172.5g
Expected / sampled items
3

ROI is undefined because the selected cash costs are zero. Enable costs to compare returns.

Quality & yield breakdown
Expected / fixed-quality scenario — extra crop items are normal quality; wild Gatherer copies retain forage quality.
QualityFirst-item chanceHarvestedRaw sold
Normal100%33
Silver0%00
Gold0%00
Iridium0%00

0 produce reserved for seed recovery.

Real harvest calendar (3)

Fall 8 · Fall 15 · Fall 22

HarvestItemsSeed reserve
Fall 810
Fall 1510
Fall 2210
Compare sale routes for Fall Seeds

Same planting and machine-count assumptions for each alternative, not six routes running at once. Unsupported products use the selected raw fallback.

RouteNet profitCompleted salesFuture stock
172.5g172.5g0g
406.5g406.5g0g
495g495g0g
210g210g0g
172.5g172.5g0g
172.5g172.5g0g

Crafted wild seeds require the seasonal forage set; cash cost is not ingredient opportunity cost. Each planting yields a seasonal forage item. Prices are an equal-mix planning expectation, not a guaranteed harvest.

Profit display
Sort by
Daily ROI period

Profit & cost chart

Highest return first. Tap a crop or use Tab and Enter to select it. Green is profit; red is loss. Bars use the largest profit as their scale; larger losses are capped and show the full amount. Seed and fertilizer costs are listed separately, not deducted twice.

Details ›
Fall Seeds3 harvestsTotal profit172.5g

Fall Seeds: crop & seed facts

Season
fall
First harvest
7 watered days
Regrowth
Replant after harvest
Normal equal-mix price
57.5g / item
Seed cost
0g · Crafting / saved seeds
Items / harvest
1

Crafted wild seeds require the seasonal forage set; cash cost is not ingredient opportunity cost.

Each planting yields a seasonal forage item. Prices are an equal-mix planning expectation, not a guaranteed harvest.

In a 27-day growing window, one tile gives 3 harvests and 172.5g revenue. Deducting 0g in seeds leaves 172.5g net profit, or 6.39g per growth day. This example uses normal quality, no profession, no fertilizer cost and immediate replanting.

Compiled from in-game information, official patch notes and community resources, checked against the current version. sv-1.6-facts-20261008 · Checked 2026-10-08

Growth acceleration & last planting day

Outdoors, planting by the last viable day allows a harvest on day 28. A crop taking a full season needs a longer window. Season-free areas do not have a seasonal planting deadline. Repeat-harvest intervals stay unchanged.

Growth bonusDays to matureLast planting day
0%721

What this calculator includes

  • Water daily and harvest as soon as crops are ready.
  • Compare crop sales and finished processed goods after seed and fertilizer costs.
  • Choose a quality and profession; bonus yields are labelled.
  • Use cross-season for legal outdoor carryover, or Greenhouse / Island for season-free plans.
Calculation formulas · Data version & notes

Other crops in the same season