Garden Planner
Crops
Fertilisers per Day
Remove crop from tile(s)
Crop Bonus Statistics
0
Growth Boost
0
Harvest Boost
0
Quality Increase
0
Water Retain
0
Weed Prevention
Overview
Total
0
Average
≈0
per Growth Tick
Process Time
N/A
Level
0
Days of Harvest
0
Star Seed
Incl.Replant & Cost
- 50% Star Crop Chance
- No Fertiliser Cost
Produce

Seed Collectors

Preserve Jars
Settings
Harvest
Crops
Crop Details
No crops in layout to display details for.
Select a crop group above to see details.
Info
Note
This tool uses information on crops gathered from resources such as Arenvanya's Gardening Guide and their Math Spreadsheet as well as a mix of observations and testings done by fellow Palians discussed on Discord
Final values are estimations and may not reflect actual in-game experience.
How it works - Summary (13/05/2025)
- 01The planner estimates crop yields, factoring in [Quality, Harvest] Boosts, and star chance of crops.
- 02Using the provided yields, it processes the crops into the form in which you wish to sell them (Crop/Seed/Preserve)
- 03Finally, it calculates the gold value of everything once processes are factored in
Harvest Assumptions (14/05/2025)
- 01Planner Formula for Star Chance:
0.25 + (0.25 * useStarSeeds) + (0.02 * level) + (0.5 * hasQualityBoost)
Not the actual in-game formula and is based off player observations and personal assumptions. Fully debatable and may be tweaked in the future.
- 02Assumptions that result in the Planner Formula:
- Star Seed + Quality Boost stacks up to 100% star chance (hence +50% from quality boost).
- At level 25, star seeds alone can reach 100% star chance (hence an assumed level scaling).
- Each level increases star chance by 2% (which reaches a total of 100% at level 25 w/ star seeds).
- Around level 50 and under, normal seeds alone can reach 100% star chance.
- Normal seeds always have a chance of star crops (An assumed 25% base chance).
- 03Other Crop Assumptions
- Weed Chance is not accounted for due to their unreliable or undocumented behaviour.
- Crops are harvested on the day they are ready.
- Crops receive daily watering or has Water Retain.
- Crop boosts last until the final calculation day.
- If Replant Costs are enabled, crops will be deducted from within the day. This may sometimes result in a harvest having negative values
- These harvests with a negative value merely imply that a crop was taken from somewhere else, whether your storage or from a different harvest. Aside from required seed calculations, each harvest day does not factor in outcomes from other days
Processing Mechanics (14/05/2025)
- 01Crop distribution
- On harvest, crops for processing will be immediately sent to their assigned crafters when available
- Crops are grouped & divided based on how many is required for a conversion (e.g Apples are grouped by 10 for seeding)
- In an ideal scenario, these groups are divided to the assigned crafters equally
- If there are crafters that are still processing by the next harvest, it is assumed the player will distribute these groups based on the most available crafters
- The planner does not factor in storage limit for crafters, assuming the player will insert once there is room
- 02Crop Fragments
- If there are not enough crops for a conversion, they will still be included as fragment groups
- Fragment groups operate under the assumption that they will build up over time into full processes.
- As they may take an unknown number of harvest/cycles to be complete, the planner does not wait for them to be complete groups.
- Crop fragments are factored in on time and gold calculations
- In the ideal scenario where crop groups are divided evenly, they're assigned to the most available crafter
- 03Time Calculations
- Processing time is calculated based on crafter distribution and harvest time
- The overall processing time attempts to estimate the 'shortest possible time' to process everything
- Once crafters are divided equally, the crafter with the longest processing time will be used to calculate the overall time.
- If the busiest crafter will finish before the next harvest, the remaining 'idle' time is included
- When there is known to be excess time (a crafter still processing beyond the next harvest), we instead calculate the total conversions that can be done within the harvest (how many processes can be done based on time to next harvest & crafter amount), and subtract it from the conversions required. We then use this to calculate the average excess time
averageExcessTimeMinutes = ((conversionsRequired - conversionsPossible) * minutesPerConversion) / crafterCount
- This method is only used for all in-between harvests, operating under the aforementioned assumption that the player will distribute crop groups based on the most available one
- Average excess time only applies to in-between harvests. The first harvest assumes all crafters are empty. The last harvest not using average excess time is more arbitrary, believing that by the last harvest, crops have been distributed evenly enough that using the time of the longest busiest again is more accurate
- 04Negative Values
- Negative values may be encountered when 'Replant Costs' is enabled
- These negative values are the result of negative harvest crops mentioned in the Harvest section
- Since other harvests are not deducted due to planner mechanics, these values seek to 'balance' other harvests having extra produce that would've been deducted
- This implementation may be faulty, so I do seek feedback on this
3:12 AM
Palian Time