Greenhouse Ranking
Best Greenhouse Crops in Stardew Valley
The greenhouse removes season lockouts, so you can run high-profit crops continuously without seasonal resets. That makes annual per-tile output and processing capacity the key decision factors.
This ranking uses a reproducible 112-day direct-sale model. Artisan goods are shown as a separate decision because crop output does not become wine or jelly unless your machines can process it.
By StardewProfit Editorial Team Reviewed Game version 1.6
Top greenhouse crops over 112 days
Assumptions: one tile, normal quality, direct crop sales, no Tiller bonus, no fertilizer, and an empty greenhouse planted on day 1. Regrowing crops pay for one seed; replant crops pay for every cycle.
| Rank | Crop | Harvests | 112-day profit | Gold/day | Growth plan |
|---|---|---|---|---|---|
| 1 | Poppy | 27 | 9,855g / tile | 87.99g | Replant after each 4-day growth cycle; seed cost is charged each cycle. |
| 2 | Ancient Fruit | 12 | 6,600g / tile | 58.93g | Plant once, then harvest every 7 days after the first crop. |
| 3 | Yam | 37 | 3,700g / tile | 33.04g | Replant after each 3-day growth cycle; seed cost is charged each cycle. |
| 4 | Blueberry | 25 | 3,670g / tile | 32.77g | Plant once, then harvest every 4 days after the first crop. |
| 5 | Strawberry | 26 | 3,020g / tile | 26.96g | Plant once, then harvest every 4 days after the first crop. |
| 6 | Cranberry | 21 | 2,910g / tile | 25.98g | Plant once, then harvest every 5 days after the first crop. |
| 7 | Starfruit | 8 | 2,800g / tile | 25.00g | Replant after each 13-day growth cycle; seed cost is charged each cycle. |
| 8 | Grape | 35 | 2,740g / tile | 24.46g | Plant once, then harvest every 3 days after the first crop. |
How the greenhouse calculation works
- Count every harvest that fits after the crop's first growth period.
- Multiply harvests by the normal-quality sale price and yield per harvest.
- Subtract one seed for a regrowing crop or one seed for every replant cycle.
- Divide the 112-day profit by 112 to make crops with different schedules comparable.
Direct sale and artisan profit are different plans
Crop capacity
The table answers how much one planted tile produces before machines.
Machine capacity
Kegs and jars can only process the items that fit through their cycle time.
Player capacity
Replanting and frequent harvests can lose value when the routine is not maintained.
After choosing a raw crop, use the Keg vs Preserves Jar comparison and your real machine count. Do not apply an artisan multiplier to every harvest when most of the crop will wait in a chest or be sold raw.