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.