Number crunching crop profitability, with Python source

Discussion in 'General Discussion' started by Alan De Smet, Dec 8, 2016.

  1. Alan De Smet

    Alan De Smet Space Hobo

    Because I'm that sort of dork, I've run the numbers on crop profitability. You can see the results at https://alandesmet.github.io/data-driven-farmer/crop-profit.html The fields are:
    • Profit: If you grow the crop as long as possible outdoors, what is your expected profit for a single plant per season.
    • Greenhouse: If you grow the crop in your greenhouse for a year, what is your expected profit for a single plant per season.
    • Name
    • Growth Days: How many days until it's ripe. If it repeatedly fruits, the + indicates how many days it takes to refruit.
    • Seasons: Spring, Summer, Fall, and Winter.
    • Price: Price for a single seed.
    • Sale Price: Profit from selling a single item × number of items harvested from a single plant.
    • Days: Days of growing season in a year when farming outside.
    • Harvests: Number of times you can harvest (and replant if necessary) a crop during the growing season outside.
    Numbers assume basic crops, nothing silver/gold/iridium. As you grow nicer crops, the order of profitability should stay the same, but the exact profit will vary.

    Take everything with a grain of salt. The numbers don't take into account special cases. For example, my calculations assume a Rare Seed will cost you 400, but I don't think you can actually acquire it for that price anywhere in game. (Although even at 1,000, it's the most profitable crop.)

    The Python source code I used to generate this is available at https://github.com/AlanDeSmet/data-driven-farmer . I'm relying on Draivin's XNB Node to extract the data. I've extracting a lot more of the crop-related data than I'm displaying or even using, which may be useful to other people wanting to poke around.
     
      foghorn likes this.

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