Stardew Valley Gold/TileDay

Version 1.2.0 (6.06 KB) by CJ
Flexible Script for calculating profitability and efficiency of Stardew Valley products.
2 Downloads
Updated 3 Apr 2024

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GENERAL
1: This script is designed to inform a late game (Y3+) business plan
for the vanilla version of Stardew Valley. A complete Community
Center/Joja Membership form and access to Ginger Island are assumed.
The Farmer is level 10 in Farming and has the Tiller, Artisan, and
Gemologist professions, and is assumed to be diligent and goes to every
reasonable length to maximize profit while minimizing costs.
1.1: If you want to turn off or alter the bonuses from Tiller, Artisan,
or Gemologist, set the corresponding factor equal to 1 in the Economic
Factors section. A profit margin can also be set here (in decimal form)
if desired.
1.2: The effects of Agriculturalist and Speed Gro (and its variants)
are not considered because they tend to lose money overall (due to not
having Artisan in Agriculturalist's case or due to the extra
cost from buying/crafting the fertilizer). Additionally both increase
harvest frequency which results in more work for the player. Finally,
neither have much impact on regrowable crops since only the initial
growth period is shortened.
1.3: If you have mods that change the value of crops or products
or the bonuses from skills these changes can be made in the
Economic Factors section or the 'crop' array respectively.
CROP RATIO AND SETS
2: For products involving a raw input into a processing machine, a Crop
Ratio is calculated which informs the ideal ratio of crop tiles to
machine tiles so that you will always have enough crops to feed into
machines but minimize excess crops, since a tile growing a crop tends
to make less Gold/Day than a tile with a machine processing that crop
2.1: Products that do not involve a harvested crop (Honey, Gems) do not
have a Crop Ratio.
3: The Set Least Multiple informs how many tiles at a time you should
expand business by. It is the sum of the number of tiles needed to grow
crops and the number of machines needed to process those crops.
Additional crops and machines should be added in the paired batches
specified by the Crop Amount and Machine Amount values in order to
maintain the Crop Ratio and maximum efficiency.
3.1: The above applies for all products, even for those without a Crop
Ratio. Gems always have a SLM of 1, while the SLM for Honey is always 1
(for the flower) plus the amount of hives serviced by the flower, which
can be changed manually in the Economic Factors section.
COSTS
4: The Low and High Set Fixed Costs are the costs of all of the
necessary equipment per Set Least Multiple, and is normally the cost of
all the artisan machines as they are a one time investment unlike
seeds.
4.1: The Low Set Fixed Cost (LSFC) assumes you source any materials you
need manually, i.e. you mine your own ores, chop your own wood, ect.;
thus the cost is the opportunity cost of selling those materials
instead of crafting them into machines.
4.2: The High Set Fixed Cost (HSFC) assumes you buy any materials that
can be easily bought to craft your machines, i.e. you buy all your wood
and stone from Robin and ores and coal from Clint. The costs of
materials that cannot be easily bought (such as Oak Resin) are treated
as they were in the LSFC calculation.
4.3 For products without the 'S' seasonal tag, seeds are also included
in these cost since they are a one time investment as crops that
reproduce and are in the Greenhouse/Ginger Island do not need
replanting. The same goes for all Gems. Products with the 'S' seasonal
tag have their seed cost factored into their Gold/TileDay.
5: The Low/High Tile Fixed Cost (LTFC and HTFC respectively) are the
LSFC/HSFC divided by the SLM for that product and approximate how much
gold you need to invest on a per tile basis. This is the most useful
metric for determining how easy it is to expand business
5.1: This value does not measure how much gold you will have to spend
out of pocket to start/expand an operation. Depending on what materials
you already have and what materials you have to buy the amount of
money that you have to spend on a per tile basis may be higher or lower
than either of these values. Some of the costs are are assets you may
already have but not sold, like Iron bars or already crafted Kegs,
while others like seeds for products with the 'S' seasonal tag are not
accounted for as they are variable costs (i.e. you need to buy more
seeds for every round of Starfruit you grow, but you do not need to
craft more Kegs to keep making wine). Every business with a positive
Gold/TileDay can profit and sustain itself in the long term as the
fixed costs will eventually wash out, but the up front costs may be
high enough that it will take longer to turn a profit.
5.2: The LTFC/HTFC Time to Profit informs how many full days it will
take for the business to be profitable.
MISC.
6. 'G.' can refer to either Greenhouse, Ginger Island, or other
places where the full production can be done year-round.
7. Since Ancient Fruit Seeds cannot be bought, their seed cost is
instead calculated from the cost to acquire them from the Seed Maker.
On average the Seed Maker outputs 2 seeds for the crop that was put in,
with a small chance for Wild Seeds or an Ancient Fruit Seed.
Essentially the Seed Maker allows you to trade 1 Ancient Fruit for 2
Ancient Fruit Seeds, and thus the cost of a single Ancient Fruit seed
is half the sell price of an Ancient Fruit after accounting for the
Tiller price bonus and the price bonus due to the average quality (see
'apm' under Economic Factors) of the Ancient Fruit put into the Seed
Maker. The resulting price is ~360 gold/seed.
8. Aging wine in a Cask always results in a net loss in Gold/TileDay
since Casks have a lower Gold/Day compared to Kegs. One example with
fully aged Starfruit Wine is provided to prove this. This case assumes
you are appending Casks to the optimal Starfruit Wine business by
having 8 Casks for every Keg, as one Keg can comfortably make 8 Wines
in 56 days. Because this was a last minute addition much of the code
handling this case is not flexible and is mostly a unique case just to
demonstrate a point.

Cite As

CJ (2024). Stardew Valley Gold/TileDay (https://www.mathworks.com/matlabcentral/fileexchange/162121-stardew-valley-gold-tileday), MATLAB Central File Exchange. Retrieved .

MATLAB Release Compatibility
Created with R2022a
Compatible with R2022a to R2024a
Platform Compatibility
Windows macOS Linux
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Version Published Release Notes
1.2.0

Updated some numbers to account for Profession swapping

1.1.0

Added Dehydrator and fixed Coffee calculation

1.0.0