Wylde Flowers Crop Profit Calculator
Because seasons are ritual-based (player-controlled), we compare crops using a Window Days setting. This page is server-rendered (no blank table).
Rules (quick)
- Crops wilt immediately when the player performs the ritual to change the season, if they are not compatible with the new season.
- Crops must be watered daily. Rain auto-waters. Missed days pause growth progress but plants never die.
- Wylde Flowers uses a flat quality system; all harvests result in standard quality items.
Fertilizer
Profit basis
Advanced
Beehouse outputs use a different system. Excluding them avoids “looks like a bug” rankings.
Current #1: Nightshade (49.29 profit/day)
| Rank | Crop | Season(s) | Harvests | Grow/Regrow | Best value/input | Profit/day |
|---|---|---|---|---|---|---|
| #1 | Nightshade | Summer, Autumn | 1x | 3d / — | 400.00 (processing) | 49.29 |
| #2 | Wolfsbane | Autumn, Winter | 1x | 3d / — | 300.00 (processing) | 34.29 |
| #3 | Mandrake | Spring, Summer, Autumn, Winter | 1x | 2d / — | 250.00 (processing) | 28.57 |
| #4 | Silkworm | Spring, Summer, Autumn, Winter | 1x | 4d / — | 150.00 (processing) | 21.43 |
| #5 | Grapes | Summer, Autumn | 1x | 4d / 4d | 150.00 (processing) | 15.71 |
| #6 | Cotton | Summer, Autumn | 1x | 4d / — | 120.00 (processing) | 12.86 |
| #7 | Pumpkin | Autumn | 1x | 4d / — | 95.00 (processing) | 10.00 |
| #8 | Rice | Summer, Autumn | 1x | 3d / — | 75.00 (processing) | 8.57 |
| #9 | Corn | Summer, Autumn | 1x | 3d / — | 65.00 (processing) | 6.43 |
| #10 | Soybean | Summer, Autumn | 1x | 3d / — | 65.00 (processing) | 5.71 |
| #11 | Cocoa Bean | Spring, Summer, Autumn, Winter | 1x | 6d / 4d | 100.00 (processing) | 5.71 |
| #12 | Beet | Autumn | 1x | 3d / — | 45.00 (processing) | 4.71 |
| #13 | Sugar Cane | Spring, Summer, Autumn, Winter | 1x | 4d / — | 50.00 (processing) | 2.86 |
| #14 | Lily | Autumn, Winter | 1x | 4d / — | 35.00 (raw) | 2.43 |
| #15 | Rose | Summer, Autumn | 1x | 3d / — | 30.00 (raw) | 2.14 |
| #16 | Wheat | Summer, Autumn | 1x | 3d / — | 25.00 (processing) | 1.86 |
| #17 | Banana Tree | Summer, Autumn | 1x | 7d / 3d | 35.00 (processing) | -20.71 |
| #18 | Olive Tree | Autumn, Winter | 1x | 7d / 4d | 55.00 (processing) | -27.86 |
Note: Baseline assumes consistent watering. Beehouse outputs are excluded by default.
How this calculator works
Window-days normalization
Wylde Flowers seasons are ritual-based, so we model your stay length using 7 days. Profit/day is computed inside that window.
Harvest counting
First harvest happens at grow time. If a crop regrows, we count additional harvests every regrow interval until the window ends.
Sell value basis
“Include processing” picks the best value per 1 crop input among known recipes (meals, wine, oils).
Trust note: Beehouse outputs are excluded by default to avoid rankings that look like a bug. Turn it on only if you want cross-system comparison.
Primary reference: Fandom Wylde Flowers Wiki (crop availability, sell prices, and processing outputs).
FAQ
Why does Wylde Flowers need Window Days?
Seasons are player-controlled via ritual, so they don’t have a fixed length. Window Days lets you model how long you plan to stay in a season and compare Profit/Day consistently.
Why are Beehouse (honey) items optional in rankings?
Beehouse outputs come from a different production system (not planted from seeds). Mixing them into crop rankings can look like a bug. You can toggle them on if you want to compare everything together.
What does “Include processing” do?
It picks the best sell value per 1 crop input among known recipes (meals, wine, oils, etc.). This often beats raw selling, so it’s the right switch for money-making strategies.
Does this model account for missed watering days?
No—baseline assumes consistent watering (or rain). In Wylde Flowers, missed watering pauses growth rather than killing crops, so you can treat it as ‘slower growth’ in practice.
Why might some items show low or negative Profit/Day?
Seed cost is paid once per planting and spread across harvests inside the window. Long grow times (trees) can look weak in short windows; increase Window Days to reflect longer-term play.