THE PLAYER WORKBENCH
Stardew Valley Artisan Batch Profit Calculator.
Compare processing with selling raw using your own prices, fuel costs, inventory and machine count. Includes leftovers and break-even batches.
Compare the sale you keep with the sale you give up
Enter the actual raw-item sell price for your quality and professions, then the sell value of one completed batch. For dried fruit a batch consumes five eligible fruit and returns one product. For other machines use their own batch size. Prices below are illustrative inputs, not a live game-price database.
Default example: 25 inputs × 150g = 3,750g raw. Five batches × 775g = 3,875g processed. Extra sale value: 125g, before setup cost.
Independent comparison: quality can reverse the decision
Consider an eligible fruit with an illustrative 100g base value. With no Tiller or Artisan bonus, the documented dried-fruit formula gives one batch value of 7.5 × 100 + 25 = 775g. Compare that with the five raw fruit you consume:
| Raw quality | Raw item | Five raw fruit | Dried batch | Extra sale value |
|---|---|---|---|---|
| Normal | 100g | 500g | 775g | +275g |
| Silver | 125g | 625g | 775g | +150g |
| Gold | 150g | 750g | 775g | +25g |
| Iridium | 200g | 1,000g | 775g | −225g |
The output value stays fixed while the opportunity cost rises. At gold quality there is only 25g extra per batch; a 10,000g setup investment would need 400 completed batches at that margin. At iridium quality, processing loses sale value in this example. Your profession-adjusted prices may change the answer.
Why fuel and leftovers matter
A hypothetical recipe taking one 100g item and returning a 200g product appears to add 100g. If its fuel costs 150g per batch, net processing proceeds are only 50g: the margin is −50g compared with selling the raw item. Use the fuel example button to reproduce this result. These are deliberately chosen values, not a claim about a particular fish or fuel shop price.
For 27 items and a five-item batch, only 25 items are processed and two are sold raw. With two machines, five batches require three loading waves. A wave is a round of loading, not an estimate of elapsed game days or active play time.
Transparent arithmetic
Full batches = floor(inventory ÷ batch size)Margin per batch = output sale − batch costs − (raw sale × batch size)Processing total = full batches × (output sale − batch costs) + leftovers × raw salePayback batches = ceil(setup cost ÷ positive batch margin)
The totals exclude the one-time setup investment; the payback row treats that separately. Seed costs and other costs common to both options cancel in this comparison. Labor, processing time, alternative machine uses and the value of keeping an item for a quest are not priced. Zero or negative margins cannot recover a positive setup investment.
Sources and limits
This is an original sale-value model, not an in-game measurement or a full farm-profit simulator. Enter the prices shown in your own game when mods, quality or professions apply. Grapes, mushrooms and products with special recipes need their own values; do not reuse the dried-fruit example for them.
The dried-fruit example follows the Stardew Valley Wiki formula and five-item batch rule, checked November 8, 2026. Continue with the Dehydrator guide or Fish Smoker guide. Report a discrepancy with your inputs and installed game version.