It is a game that is ripe with things for the player to do, from cleaning up their grandfather's farm and turning it into a successful business, to getting to know the wildly colorful cast of characters living in Pelican Town, to hunting monsters for the Adventurer's Guild, all the way down to revitalizing the town by either rebuilding the old Community Center or by selling it off to the next big megacorp.
They get to chose everything about their character; their hair, outfit, sex, name, favorite thing, farm name, whether or not they prefer cats or dogs, and most importantly their farm layout.
There are seven different farm layouts to chose from at the beginning, and one secret farm that can only be accessed once the Community Center is rebuilt or all of the Joja Mart bundles are purchased, making it a viable late-game option. It is the layout with the most profit potential due to its whopping tillable tiles and then additional tiles that are not tillable but are buildable. That makes it perfect for shaping to suit any need or preference.
It's the perfect place to sit back and ignore the villagers unless they happen to appear en route to a shop. Once it's all cleaned up and automated, this farm can really rake in the profits in a way none of the other farms even compare to, making it so after a year or so, the player will want for nothing. The downfall is that it is so perfectly made for farming, that it is useless for anything extra.
It doesn't gain any special quirk other than having a metric ton of buildable space, the pond is full of trash, there's very limited foraging, and the respawn rate for debris is very low compared to some of the other farms.
Additionally, due to its massive size, it takes a ton of elbow grease to actually get up and properly running. Expect to do little else on this farm but scraping by on low energy, running to Gus to purchase food, and probably fainting due to overexertion at least a few times.
It makes for some great organization, but the highlight is fishing here. This is the most viable farm for fishing out of the lot, with very little trash. This all makes it highly profitable in the early stages of the game where fishing is the best moneymaker.
It also does well with fruit trees, rice, and makers such as Bee Houses, Preserves Jars, and Kegs as they can take advantage of those buildable but unfarmable tiles easily while also raking in passive income. The problem is that the map is almost entirely water, with only a measly tillable tiles.
At least it has an additional non-farmable but tiles, which helps a little. The islands are so tiny it makes raising livestock extremely difficult, and Slime Hutches are almost definitely out of the question. Not to mention there are so many big blocks to the player's path until there are sufficient tool upgrades that traversing it in the early stages is a pain beyond most other layouts, and its winding pathways make it take quite some time to cross even late game.
Valuable farming space has to be taken up by other placeables to make it work at all, so it requires a ton of planning and a lot of running to really be useable past its intended fishing purpose. It has respawning hardwood stumps, seasonal forageables, and enough berry bushes to keep the farmer well-stated well into later parts of the game.
Not to mention, it has the same border as the neighboring forest and Secret Wood, making it blend a little more seamlessly with the map than the others. It also has an impressive tiles that are buildable, even if they are not farmable.
The problem is that it has extremely poor farming capabilities, so those forageables are going to have to make up the majority of the Farmer's diet. It has the fewest number of farmable tiles at the pitiful , meaning every square needs to be used as efficiently as possible.
It lends itself best to its intended use as a foraging space and not much else, and forageables are not exactly high on the profit scale.
In order to make any semblance of a good profit off of this particular layout, players have to combine Bear's Knowledge, good Foraging profession choices, and a whole lot of makers.
Even then, it's really not going to be terribly lucrative and suits casual play far better. It has its own small quarry tucked to the side which respawns stones, ore, and geodes on every fourth day, making it a perfect farm for those looking to fill up the museum as quickly as possible.
The ore and geode spawns are directly correlated to both the player's Mining level and how deep in the mines they have managed to get. That space can also be farmed or have objects placed on it, making it like an extra stone-filled field that the player can use if they see fit. The long river also makes for a great place to plant rice in the spring. It can be a highy profitable farm with some good elbow grease as long as the player is willing to tackle multiple projects at once with its farmable tiles and the outrageous buildable but un-tillable tiles.
Unfortunately, it is such a cut-up farm that it's extremely difficult to place buildings. There are so many tiles that cannot be built on or interacted with just taking up space and so many tiles that are only good for building things.
Farming is extremely difficult on this map, and raising livestock is much more of a chore than on other maps. It also suffers from a winding path just like in the Riverland Farm, making it relatively difficult to traverse, especially in the earlier seasons when the lower chunk is packed full of debris and large objects requiring upgraded tools to clear.
Additionally, after the actual Quarry and Skull Cavern are unlocked, the perk of having a special quarry loses a lot of its usefulness. After dark, it can spawn Wilderness Golems that scale to the Farmer's Combat level and have a chance to drop a Living Hat, Diamonds, and the always needed Coal.
Additionally, if the player has reached the bottom of the mines, it gains an additional 0. In spring, it can also drop Rice Shoots which are great especially in Year 1. If they have monster spawning enabled, it will spawn more than any other farm, leading to some long nights slaughtering monsters. Unfortunately, in an effort to separate it more from just a slightly more dangerous Standard farm, the Wilderness took a hit to the outlines, adding a ton of unusable space to the map.
Despite their scaling, the Wilderness Golems are rarely much of an issue, and will not spawn if there is adequate light from torches or campfires. They also have a pathetic loot table, dropping mostly fiber and mixed seeds. Each little corner serves well to give individual players their own little private sections while also giving a tiny sample of most of the other farms. Even when it isn't being played with others, it is a farm with a lot of organization.
Since there's a little of everything, it's also great for players who want to have it all in one neat package. It also has a nice farmable tiles without much in the means of buildable-only tiles.
Most of the pathways connecting the sections are blocked by either large stumps or large stones. The cliffs also take up a good portion of space, forcing the Cave and the Greenhouse to be located in the center instead of to one side like on the other default layouts. It also still keeps both of the entries to the Bus Stop and the Mountain pathway in the space with the main house unimpeded, whereas the entry to Cindersnap is squished between cliffs, making the bottom of the map a little more difficult to traverse than the top.
It also boasts a massive collection of buildable tiles, making it outrageously profitable. It also has another major focus of fishing, allowing the Farmer to fish as if they were on the beach itself.
To top it off, there is a unique foragable on the Beach Farm found nowhere else. These Supply Crates can be full of anything from junk, to fertilizers, to bombs and typically show up along the beach after it rains. It also can spawn the same forageables found on the Beach, negating most need to ever make it to that chunk of the map.
Additionally, it can also spawn seasonal forageables around the pond in the lower lefthand corner, making this farm an all-around winner. So many of the tiles cannot have sprinklers and require either filling with fruit trees or treating the soil with Water Retaining Soil for efficiency. It can be extremely difficult to utilize if the player is unfamiliar with Stardew Valley game mechanics. The only chunk of land that could have sprinklers on it is covered in logs requiring an upgraded axe, and it spawns debris every season like mad.
Additionally, it's a very tall map, which means that it takes a little extra time to get from the top to the bottom compared to some of the others. It also pulls itself away from late-game farming, which can render it pretty much useless. First, the player has to complete either the Community Center or the Joja Mart bundles.
After that, Willy will have the player help him repair a boat in the back of his shop. It takes the player to Ginger Island, where they gain access to a farm there. The farm is essentially a giant Greenhouse, with plantable tiles that can grow crops of all seasons. Sprinklers can be placed as well as fruit trees. Crows don't spawn on the island either, negating the need for Scarecrows. Additionally, a 4-bedroom house complete with one Kitchen and one Tropical Bed per farmer on the save file can be added to the farm for 20 Golden Walnuts.
Despite the fact the farm becomes accessible quickly upon arrival to Ginger Island, it takes some time to collect Golden Walnuts at all, not to mention the 20 parrots require to rebuild the house. Additionally, any spouses or children never actually appear on this farm, which is a little strange considering spouses occasionally appear in the Resort. There's also the annoying Gourmand Frog reminiscing about things that used to grow on the farm, insisting the player grow specific produce to appease them hanging out in a cave to the side.
After his quest is over though, it's a largely useless cave with a novelty hat that can be fished up and little other appeal.
Interactive farm planner!
I gather diagonal shortcuts get you from point A to B faster than taking a longer route along cardinal directions. Make sense? Any comments about putting the horse stable on the left vs. I gather the stable can no longer be attached directly adjacent to the house, unless you savegame-edit.
In general which buildings should I try to keep close to my house vs. Any techniques I should definitely not miss? Nice large area for storage and mechanical — Although do you really need that many furnaces? And will those scarecrows get in the way of his horse, or can he squeeze through around them? No Mill or Junimo huts? To cut down the time it takes going back and forth between storage and the various producers. Battery Pack lightning rods at the top since nothing, no buildings or farming spot, can be placed there and look good.
Stable to the right of the house to make a quick getaway out of the map. Everyone can go optimal and your farms would all look relatively the same, but building your own farm is far more satisfying than reading a guide. As for the buildings you should place near your house would be the stable and only that.
The things around your house should be furnaces, golden statues, things that go on the ground and not as a building. Also, focus on getting to the bottom of the mines, and mining enough minerals to get a bunch of sprinklers. Farm during Summer to get money for the Fall and enough experience to build Quality Sprinkler, and go half-way to Level 10 for the final sprinklers.
Use this month to farm a LOT of minerals, along with leveling your forage and fishing by cutting down every tree and magic stumps every day, and fishing to just get fast pocket money every day. Farm during Fall to get heavy money and to get to Level 9 in Farming, allowing you to craft Iridium Sprinklers. Then, just get enough money to repair the Bus and go to the Skull Mines every day until you get enough iridium to craft those sprinklers.
Tips for Optimal Farm Design
It also boasts a decent amount of space for both farming and buildings, as well as a river that can be used for fishing and crab pots. Unlike the forest farm, hardwood winds up being a bottleneck when it comes to rapidly expanding in a way that still gives the player abundant time.
The benefit is that players will end up with a surplus of ores to quickly upgrade their farming tools. That lets them get off to a strong start without dedicating so many days to the mine.
These are the best farm layouts in Stardew Valley
This allows them to quickly level up the combat ability and also gain the various drops that come with defeating monsters. The farm itself is actually standard fare, however.
Though it has a miniature mountain lake in the bottom left corner, it also has a great deal of farmable land as well as a decent amount of room for buildings. Stardew Valley beach farm is effectively hard mode The most difficult Stardew Valley farm type when it comes to planning an effective layout is the beach farm. As such, players need to take a unique approach to the beach farm. Retaining soils are a must in order to free up the time for trips to the mine and desert, while tree fruits play a much larger role here when it comes to players being able to have fruits and vegetables to toss into casks and kegs.
This farm map might have the least tiles, but it makes up for it with mystery, plentiful ponds, and rare resources. What does this mean exactly? Well, it resembles the Secret Woods area to the South of your farm. It features two areas with large stumps, which can be cut down for renewable hardwood and much more.
This includes berry bushes that can be harvested in spring and autumn, map-exclusive weeds that drop mixed seeds, and any juicy seasonal fruits and vegetables.
You can find many of the same fish that are available in the Cindersnap forest lakes, but the chance for trash is still higher on the farm.
stardew valley farm planner plan the locations of crops
The Forest farm will be hard to optimize for beginners, however, so we recommend avoiding it on your first playthrough. Hill-top farm layout Stardew Valley Wiki tillable tiles, non-tillable but build-able tiles Living in a house on the top of the hill might offer the best views, but this Stardew Valley farm layout is a bit trickier than the previous two.
It divides your farm into six sections accessible with bridges or stairs. While that may look intriguing, it means that the Hill-top farm layout has fewer tiles you can use for building and planting compared to the standard map.
The best Stardew Valley farm layouts: Sow the seeds of victory
It also makes optimal placement of buildings and farm plots a lot more challenging. This farm layout contains a hilltop area that is home to stones and ore nodes, which can be mined for early resources without having to slay Slimes.
However, we still think this might be a steep hill-top to climb for beginners. If you do have some Stardew Valley experience, however, the Hill-top farm layout may provide a nice change of scenery and a decent challenge. Wilderness farm layout Stardew Valley Wiki tillable tiles, non-tillable but build-able tiles If monster combat and harsh terrain are to your liking, the Wilderness farm layout is ready to test your resolve.
This farm layout offers the second most tillable and buildable tiles, but at a dangerous price. In the darkness, Wilderness Golems come to haunt your farm. The little flower patch at the bottom is also complemented by the bee houses, allowing you to make flavored honey throughout the year apart from Winter.
Placing the sheds on either side of the greenhouse is a nice idea; it makes for quick trips for year-round crops to the kegs or jars indoors, making artisanal production swift and easy.
The coop and barn sharing a large enclosure in the top-left means that large animals and coop animals can both be in the space, which creates a warm, inviting feel. The square plots of land on the right-hand side make a really good way to farm, with a space square per crop to keep things simple and organized.
The shed is a good addition to the South-West hilltop, which also leaves space for rocks and nodes to spawn for mining. The stone floor covering the area with crystal floor being used as a path adds a real mythical atmosphere. The vineyard area in the bottom-left corner works well, with the sprinklers allowing several columns of crops to grow, with space to run in between them to harvest the goods.
The scarecrows getting cozy with the crops conserves space, making a compact crops area in the middle of the map. With a couple of islands dedicated to fruit trees, others a mixture of crops and buildings, the space is diversified to make use of all available resources. The collectible scarecrows are lined down the middle to show them off, with only the necessary amount being used for the actual crops.
The Crystalariums match the Slime Hutch in color scheme, and the amount makes for a whole lot of gem replicating. The barn and the coop are separate, in different areas of the map to keep organization easy. Cheese and mayonnaise machines can be placed inside the sheds to keep it all compact and hidden away.