Gold/TileDay Animals

Version 1.0.0 (6.71 KB) by CJ
Flexible script for comparing the efficiency of Stardew Valley Animal businesses.
0 Downloads
Updated 3 Apr 2024

View License

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 all Skills and access to Masteries, Books,
and Animal Crackers. The Farmer and is assumed to be diligent and goes
to every reasonable length to maximize profit while minimizing costs.
ANIMALS
2: Max Mood and Friendship is assumed, so have Auto-Petters or be
prepared to do the petting yourself.
2.1: You can free range your animals and gather products yourself, but
this guide will assume all animals (except Pigs) are kept in their
enclosure year-round and you have an Auto-Grabber to gather their
produce for both space and time efficiency.
PROFESSIONS
3: In order to take full advantage of all Professions, this guide will
assume you are swapping professions from either Coopmaster/Shepherd to
Artisan when it is time to sell your goods. This will be relevant for
some animals as both Coopmaster and Shepherd boost animal product
quality, and more importantly Sheep produce Wool twice as fast with
Shepherd. The cases where Artisan is not swapped to will not have
Artisan as the listed profession; otherwise assume that either
Coopmaster (for Coop Animal products) or Shepherd (for Barn Animal
products) is the Profession being used throughout the year. The
Profession swap will be done once a year.
PROFITS
4: Gold/TileDay will be the metric used to measure the productivity of
all the businesses, as it allows for a fair comparison between
buildings of different sizes. Roughly speaking, it will be the Gold/Day
of a particular Building divided by that Building's footprint (in
Tiles) on the Farm.
4.1: Unlike with Crops these Buildings also have enough
space for all the necessary Artisan Machines inside them, and so Tiles
taken up by Machines will not factor into businesses that use a
Building.
4.2: Since the Artisan Machines for Animals finish in less than one
day and Animals produce daily at most, the bottleneck for time is
always one day so processing time for Machines does not need to be
considered (except for Aged Roe).
4.3: In order to minimize visits, the setups assume you only check your
Animals and Machines once a day at most, and thus each Coop/Barn has
24 Machines so that every time you harvest products there are enough
Machines to take in the next set of items. If you are willing to check
more often or if your Animals' production is not syncronized you can
use less Machines.
COSTS
5: The Low and High Building Fixed Costs are the costs of all of the
necessary equipment; and is combined the cost of the Building and all
the Animals and Artisan Machines inside it, as well as Heaters and Auto
Grabbers where applicable.
5.1: The Low Building Fixed Cost (LBFC) 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 or using them in Buildings.
5.2: The High Building Fixed Cost (HBFC) assumes you buy any materials
that can be easily bought; 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 Pine Tar) are treated as they were in the
LBFC calculation.
6: The Low and High Tile Fixed Costs (LTFC and HTFC respectively) are
the LBFC/HBFC divided by the size of the Building's footprint on the
Farm. This is the most useful metric for determining how easy it is to
expand business.
6.1: 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 bought Animals or already crafted
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.
6.2: The LTFC/HTFC Time to Profit informs how many full days it will
take for the business to be profitable.
MISC.
7: Fish Ponds do not proivde space for the necessary Machines to
maximize their profit from them, so the extra Tiles the Machines take
up is accounted for separately. Note that one could benefit from
putting Machines in a Big Shed instead of outside, as a Big Shed
provides 137 usable Tiles for a footprint of only 21 usable Tiles,
making it a worthy investment almost always, and certianly once you
are using more than 21 Machines.
7.1: Each Lava Eel pond produces less than 1 Roe/Day on average, and
aging takes 3 days at most, so 3 Preserves Jars for every Pond will
suffice. Accordingly, Lava Eel Fish Ponds will be considered to have a
footprint of 28 Tiles (could be lower on average if you had many Ponds
and put all the Preserves Jars in a Big Shed).
7.2: Geodes are assumed to be broken at Clint's shop, and the cost of
doing so is already factored into their profitability.
8: Concerning Silos, you only ever need 1 since it can be refilled
with Hay from a Chest which is much more space efficient, and 1 Silo
will distribute Hay automatically to all Coops/Barns as long as there
is enough Hay to do so.
8.1: If you are building many larger Buildings, you
are likely to end up with a space that is not large enough to fit
another Animal Building (3x6 to 4x7) but is large enough to fit a Silo
(3x3), and many Farm Maps have alcoves or areas near bushes that a Silo
can fit in but larger Buildings cannot. For these reasons I do
not consider the Silo to compete for Tiles in the same way that the
larger Buildings compete with each other for Tiles, so Silos are not
accounted for in the Gold/TileDay.
8.2: That being said, the Gold cost of the Silo is accounted for as a
fixed cost when applicable. Additionally the high cost of the Silo uses
year 1 shop Prices for Stone, Coal, and Copper Ore since there is no
practical roadblock to building a single Silo in year 1 (or at least
buying the materials for it).
9: For Slime Hutches, only the profits from selling Slime Eggs and
Petrified Slimes were considered. There are other great sources if you
are interested in breeding Slimes for their drops, but that is not the
focus of this guide. As such we do not care about Slime color.
9.1: For optimal Slime Hutch layouts, the cost of any fencing/flooring
was not considered. Neither is the cost of a Wicked Statue since Slime
color is not a factor.
9.2: Sprinkler cost was considered; if you are sourcing
everything yourself, 1 Regular and 1 Quality Sprinler is the cheapest
option. If you are buying everything from Clint, all the materials for
4 Regular Sprinklers will cost 10,000 Gold; 1 Regular and 1 Quality
Sprinkler will cost 8000 Gold but you need to obtain a Refined Quartz.
Crafting an Iridium Sprinkler is cheapest a 6000 Gold, but you will
need both Iridium Ore and Batteries so it is the hardest to buy
outright.

Cite As

CJ (2024). Gold/TileDay Animals (https://www.mathworks.com/matlabcentral/fileexchange/162601-gold-tileday-animals), MATLAB Central File Exchange. Retrieved .

MATLAB Release Compatibility
Created with R2024a
Compatible with any release
Platform Compatibility
Windows macOS Linux
Tags Add Tags

Community Treasure Hunt

Find the treasures in MATLAB Central and discover how the community can help you!

Start Hunting!
Version Published Release Notes
1.0.0