A tool for planning crop schedules in the Stardew Valley game.
- Multiple year planning
- Import/export plans
- Import existing plans from the old v1 planner
- (only works if old plans are on the same browser)
- Greenhouse plans separated from outdoor Farm plans
- Improved planner design
- Slightly improved responsive design for mobile devices
- Crop info and Settings moved to pop-out sidebar
- Improved Crop Info panel
- More settings
- More seasonal statistics
- A few keyboard shortcuts:
- Left/Right arrows = navigate seasons
ESC= open/close sidebar (opens to crop info)~(tilde) = toggle between outdoor farm/greenhouse
Crop info is stored in config.json.
This data is retrieved from game files in [install dir]/Content/Data/,
specifically Crops.xnb and ObjectInformation.xnb.
I use XNBNode by Draivin to decompress these files
and parse them with a Python script to save into the config.json file.
If you are interested in contributing to the Crop Planner,
I have included some Python utility scripts that I use in my development workflow.
These are located in ./utils/, and require Python 3 to run.
Each script has its own dependencies:
update-config.py- Updates crop data in config.json using data from decompiled game files- Dependencies:
- Stardew Valley
- XNBNode
xcompress32.dll(proprietary dll required by XNBNode, place in XNBNode folder)
- Dependencies:
watch-less.py- Watchesstyle.lessfor changes and recompiles CSS using Less CSS- Dependencies:
- less (Less CSS)
- less-plugin-clean-css (for minifying the resulting CSS)
- Install with npm
- Dependencies:
All items have a base price which the game uses to calculate the sell price (when you ship items) and buy price (when you buy items from stores) of that item. Buy price is simply Base Price * 2.
The calculation for sell price of an item (without added Profession bonuses) is below. The Quality of an item is used numerically as a multiplier: 0 for regular; 1 for silver; 2 for gold.
(int) Sell Price = Base Price * (1 + (Quality * 0.25))
Note: some items have sell/buy prices that deviate from the above formulas. These prices are likely hard-coded into the game.
Crop profits-per-day are calculated using the minimum sell price of a crop.
Profit per day: ((Total Yields * Sells For) - (Seed Price * Total Plantings)) / (Final Harvest Date - 1)
Example 1—Parsnip
Parsnips take 4 days to grow after the day they are planted. In Spring, they can be planted six times and yield a total of 6 Parsnips, assuming replanting occurs on the same day of harvesting. The last harvest occurs on Day 25. Seeds cost 20g, and Parsnips sell for a minimum of 35g.
((6 * 35g) - (20g * 6)) / (25 - 1)
90g / 24
= 3.75g/day
Example 2—Corn
Corn takes 14 days to grow after the day it is planted. In Spring and Fall, it is planted once and can yield a total of 11 Corn. The last harvest occurs on Day 55. Seeds cost 150g, and Corn sells for a minimum of 50g.
((11 * 50g) - (150g * 1)) / (55 - 1)
400g / 54
= 7.4g/day
All copyrighted content (images, textures, etc.) belongs to their respective owners (ConcernedApe / Stardew Valley) and is not included under the MIT license of this project.