The calculator answers one planning question: if every selected plot finishes a harvest on the same grow timer, how many Sheckles per hour does that rotation imply? Coins per hour equals (value per harvest × plot count) ÷ grow time in hours. Coins per plot per hour is the same harvest value divided by grow time alone. Grow time is entered in minutes and converted internally (minutes ÷ 60). Plot count is floored at 1; grow time is floored at 0.1 minutes so the division stays defined.
Assumptions baked into value per harvest
When you pick a crop and mutations (or a manual multiplier), harvest value uses the same crop formula as the rest of the site — but at weight 1. That means the estimate is a unit-weight baseline times mutation and friend factors, not a forecast for a heavy specimen. Friend boost is a percentage you type (for example 10 → 0.10) and multiplies the harvest after mutations. Leave the sell-price override blank to use that calculation; fill it with an observed in-game sell to skip crop math entirely for that run.
Mutation mode toggles between a picker and a manual × factor. The picker applies the same growth-max and environmental-bracket stacking as the crop value calculator. Manual mode multiplies crop base × your factor × (1 + friend boost). Neither path invents weather timers, pet auras, or seed costs — those stay outside this sheet.
Sensitivity: what moves the hourly number most
Grow time and plot count scale linearly in the hourly formula. Halving grow minutes roughly doubles coins per hour if harvest value stays fixed. Doubling plots does the same for the farm-wide rate, while coins-per-plot-per-hour ignores plot count by design — use that column when comparing two crops on equal tiles. Mutation stacks and friend boost change value per harvest before time is applied, so a modest grow-time improvement can beat a rare mutation you cannot keep online.
For planning, run three scenarios with the same plots: (1) base crop with no mutations, (2) the mutation set you actually expect to hold, (3) sell-price override from a recent harvest screenshot. If those three diverge widely, your uncertainty is in harvest value — fix weight and tags in the crop tool before trusting the hourly figure.
Plots, grow time, and harvest cadence
Enter the number of plots that share the same crop and timer, not your total garden size if other beds run different seeds. Set grow time to the cycle you can actually re-harvest on — including travel and replant delay if that is how you play — because the formula assumes continuous turnover at that interval. Weather windows and mutation odds are not modeled here; use the weather page and crop database to decide which rotation is realistic, then compare the resulting hourly estimates side by side.