Stardew Valley 1.6: 4 New Crops Profit Guide (With Reproducible Math)
Stardew Valley 1.6 added four new crops, not eight: Carrot, Summer Squash, Broccoli, and Powdermelon. If you are optimizing your farm for gold, this matters, because any strategy built on the old "8 new crops" claim will push you into bad decisions and broken calculations.
This guide is a full rewrite with one goal: every key number should be easy to verify and easy to hand-calculate. We will cover:
- The only four true 1.6 crops
- Correct growth/regrow/season values
- Correct processing formulas and times
- Seed acquisition paths (since these seeds are not sold in normal stores)
- Step-by-step profit formulas you can reproduce on paper
If you want to test your own layout (field tiles, machine count, professions, fertilizer), run the same formulas in our Stardew crop profit calculator.
TL;DR: Fast Ranking Before the Deep Dive
If we compare one tile for a full in-season window (28 days) using a conservative seed opportunity-cost model (explained below), the four new crops rank like this:
- Summer Squash (best seasonal net among the 4)
- Broccoli (very close, strong low-maintenance fall performer)
- Carrot (great early cash flow, lower long-window yield)
- Powdermelon (correctly modeled as winter, non-regrow, modest raw return)
If your bottleneck is artisan machines instead of field tiles, Preserves Jar products are generally more machine-efficient than Keg products for these four crops under this guide's required processing-time assumptions.
You can validate all of this using the formulas in this article or directly in the calculator.
Data Snapshot: The 4 Real 1.6 Crops
| Crop | Season | Days to First Harvest | Regrow Interval | Base Sell Price | Crop Type |
|---|---|---|---|---|---|
| Carrot | Spring | 3 | No regrow | 35g | Vegetable |
| Summer Squash | Summer | 6 | 3 days | 45g | Vegetable |
| Broccoli | Fall | 8 | 4 days | 70g | Vegetable |
| Powdermelon | Winter | 7 | No regrow | 60g | Fruit |
Important correction: Powdermelon is winter, 7 days, not regrowable, and 60g base sell.
How To Get the New Seeds (They Are Not in Normal Shops)
1.6 new seeds are not sold at Pierre/Joja/Traveling Cart in the usual way. You need alternate acquisition routes.
| Seed | Normal Shop Purchase | Core Acquisition Routes | Seasonal Drop Window |
|---|---|---|---|
| Carrot Seeds | Not sold | Seed Spots, Raccoon requests, Raccoon Wife trade (1 Maple Seed), Golden Fishing Treasure Chest, Seed Maker, Prize Machine, Mystery Boxes, crates/barrels, Iridium Golems | Winter 21 to Spring 23 |
| Summer Squash Seeds | Not sold | Seed Spots, Raccoon requests, Raccoon Wife trade (15 Sap), Golden Fishing Treasure Chest, Seed Maker, Prize Machine, Mystery Boxes, crates/barrels, Iridium Golems | Spring 24 to Summer 20 |
| Broccoli Seeds | Not sold | Seed Spots, Raccoon requests, Raccoon Wife trade (5 Moss), Golden Fishing Treasure Chest, Seed Maker, Prize Machine, Mystery Boxes, crates/barrels, Iridium Golems | Summer 21 to Fall 20 |
| Powdermelon Seeds | Not sold | Seed Spots, Raccoon requests, Raccoon Wife trade (2 Pine Cone), Golden Fishing Treasure Chest, Seed Maker, Prize Machine, Mystery Boxes, crates/barrels, Iridium Golems | Fall 21 to Winter 20 |
Practical takeaway: seed availability in Year 1 is spikier than normal Pierre crops. Plan around your actual seed inventory, not a theoretical "I can buy 500 tomorrow" assumption.
Assumption Box (Read This Before Comparing Numbers)
To keep every table reproducible, this guide uses explicit assumptions:
- Time window: 28-day season.
- Planting day: Day 1 of the crop's season.
- Watering: Every day (no missed growth).
- Seed-cost model (default): We use each seed's sell price as opportunity cost (Carrot 15g, Summer Squash 20g, Broccoli 40g, Powdermelon 20g from seed pages).
- Alternative model: If you treat found seeds as "free," use the gross model (shown alongside net where useful).
- Quality/professions: Base quality, no Tiller/Artisan bonuses in core comparison.
- Machine bottleneck: Processing sections separate field output from machine throughput; do not assume infinite Kegs/Jars.
- Fertilizer rule: Speed-Gro/Agriculturist can reduce time to first harvest, but do not reduce regrow interval for multi-harvest crops.
This assumption block is exactly why your results can differ from random online tier lists.
Reproducible Profit Formulas
We will use only a few formulas.
1) Harvest Count
For a non-regrow crop planted on Day 1:
H = floor((L - 1) / D)
For a regrow crop planted on Day 1:
H = 1 + floor((L - D - 1) / R)
Where:
L= season length (28)D= days to first harvestR= regrow intervalH= total harvests in the season
2) Seasonal Revenue and Net Profit
Revenue = H x S
SeedCost = U x C
NetProfit = Revenue - SeedCost
Where:
S= crop sell priceC= seed opportunity costU= seeds consumed in season- For non-regrow crops:
U = H - For regrow crops:
U = 1
- For non-regrow crops:
3) Per-Day Metrics (Season-Level)
GrossPerDay = Revenue / L
NetPerDay = NetProfit / L
These formulas are easy to port into the calculator and match by hand.
Full Seasonal Math for Each New Crop (Step by Step)
Carrot (Spring, 3 days, no regrow)
Inputs:
L = 28D = 3S = 35C = 15
Harvest count:
H = floor((28 - 1) / 3) = floor(27 / 3) = 9
Revenue:
Revenue = 9 x 35 = 315g
Seed consumption and cost (non-regrow):
U = H = 9
SeedCost = 9 x 15 = 135g
Net:
NetProfit = 315 - 135 = 180g
Per day:
GrossPerDay = 315 / 28 = 11.25g/day
NetPerDay = 180 / 28 = 6.43g/day
Interpretation: Carrot is still a strong cash-flow crop because of the 3-day loop, but it is not the best long-window earner among the four once you include seed opportunity cost.
Summer Squash (Summer, 6 days then 3 days)
Inputs:
L = 28D = 6R = 3S = 45C = 20
Harvest count:
H = 1 + floor((28 - 6 - 1) / 3)
H = 1 + floor(21 / 3) = 8
Revenue:
Revenue = 8 x 45 = 360g
Seed cost (regrow):
U = 1
SeedCost = 1 x 20 = 20g
Net:
NetProfit = 360 - 20 = 340g
Per day:
GrossPerDay = 360 / 28 = 12.86g/day
NetPerDay = 340 / 28 = 12.14g/day
Interpretation: Summer Squash wins this model because regrowth gives repeated harvests while only consuming one seed.
Broccoli (Fall, 8 days then 4 days)
Inputs:
L = 28D = 8R = 4S = 70C = 40
Harvest count:
H = 1 + floor((28 - 8 - 1) / 4)
H = 1 + floor(19 / 4) = 5
Revenue:
Revenue = 5 x 70 = 350g
Seed cost (regrow):
U = 1
SeedCost = 1 x 40 = 40g
Net:
NetProfit = 350 - 40 = 310g
Per day:
GrossPerDay = 350 / 28 = 12.50g/day
NetPerDay = 310 / 28 = 11.07g/day
Interpretation: Broccoli is nearly tied with Summer Squash and has very low management overhead in fall.
Powdermelon (Winter, 7 days, no regrow)
Inputs:
L = 28D = 7S = 60C = 20
Harvest count:
H = floor((28 - 1) / 7) = floor(27 / 7) = 3
Revenue:
Revenue = 3 x 60 = 180g
Seed cost:
U = H = 3
SeedCost = 3 x 20 = 60g
Net:
NetProfit = 180 - 60 = 120g
Per day:
GrossPerDay = 180 / 28 = 6.43g/day
NetPerDay = 120 / 28 = 4.29g/day
Interpretation: Powdermelon is correctly modeled as a winter single-harvest cycle crop. It is useful, but it is not a hidden regrow monster.
Comparison Table: Seasonal Field Performance (Per Tile)
| Crop | Harvests in 28 Days | Revenue | Seed Cost | Net Profit | Gross/Day | Net/Day |
|---|---|---|---|---|---|---|
| Carrot | 9 | 315g | 135g | 180g | 11.25 | 6.43 |
| Summer Squash | 8 | 360g | 20g | 340g | 12.86 | 12.14 |
| Broccoli | 5 | 350g | 40g | 310g | 12.50 | 11.07 |
| Powdermelon | 3 | 180g | 60g | 120g | 6.43 | 4.29 |
If you switch to a "seeds are free drops" model, subtract the seed-cost column from your decision process. That boosts all four, but does not change the core behavior pattern: Summer Squash and Broccoli remain the strongest season-long tile earners.
FAQ
Is Stardew Valley 1.6 really only 4 new crops?
Yes. The official 1.6 changelog explicitly states four new crops: Carrot, Summer Squash, Broccoli, and Powdermelon.
Is Powdermelon a summer regrow crop?
No. Powdermelon is a winter crop, takes 7 days, and is not regrowable.
Which of the 4 new crops is best for raw field profit?
In a season-level, seed-opportunity-cost model (Day 1 planting, 28 days), Summer Squash is first and Broccoli is second. Carrot is mainly a fast-cash spring tool, and Powdermelon is lower as raw winter output.
Does Deluxe Speed-Gro make Summer Squash and Broccoli regrow faster?
No. It can accelerate first maturity but does not reduce the regrow interval itself.
Keg or Preserves Jar for the 4 new crops?
Under the timing model used in this guide (Juice 4000 min, Wine 10000 min, Jar 4000 min), Jars generally produce stronger value per machine-minute for these four crops.
Final Takeaways
The corrected 1.6 crop picture is much cleaner than the misinformation version:
- Only 4 true new crops.
- Powdermelon is winter, 7-day, non-regrow.
- Speed-Gro does not alter regrow interval.
- Seed acquisition is a real constraint because normal stores do not sell these seeds.
- Processing decisions must include machine bottlenecks, not just raw sell multipliers.
If you want one practical default plan:
- Use Carrot for fast Spring liquidity.
- Lean on Summer Squash in Summer for strong stable net.
- Shift to Broccoli rhythm in Fall for reliable high-value cycles.
- Use Powdermelon in Winter as a correctly scoped supplemental crop, not a fake regrow anchor.
Then customize from there using your own tile count, machine count, and profession setup in the calculator.