Cozy game harvest planner: how many harvests fit this season
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Every number here is a field because every game has its own. Read them off the crop in front of you; a table built into this page would be the page deciding which game you are playing.
The season length is a field too. Twenty eight days is only a starting value, and a game with longer seasons or none at all works the same way: put the number of days you actually have left.
Results
| Harvests if you plant today | — |
| Last day that still gives that same number | — |
| Days you can wait without losing anything | — |
| Last day worth planting at all | — |
| Days where the count drops | — |
The count is a staircase, not a slope. That is the whole point of the page: with the numbers it starts from, planting on the first day and planting on the fourth both give four harvests, and planting on the fifth gives three. A day of delay costs nothing on most days and an entire harvest on a few.
The whole staircase
| If you plant on day | Harvests | First one lands on day |
|---|
The steps are spaced exactly as far apart as the regrowth: with four days between harvests, the drops land on days 5, 9, 13 and 17. One day in four is a cliff and the other three are free, which is not what anybody guesses when they are told to plant as early as possible.
So the useful instruction is not plant early, it is plant before the next step. Knowing which day that is turns a vague urgency into a date, and the days before it into time you can spend on something else without paying for it.
A crop that only harvests once has no steps at all: every day before the deadline gives exactly one, and the day after gives nothing. Set the regrowth to zero and the staircase collapses into a single wall, which is the honest way to see the difference between the two kinds of crop.
The last day worth planting is the season length minus the growing time, and planting on it still works: the harvest lands on the final day of the season rather than the day after it. That off by one is where most hand made planting charts go wrong by a day.
Does planting one day later really cost a whole harvest?
On some days yes, and on most days nothing at all. The number of harvests is a staircase, because it comes from a division that gets rounded down, so it holds flat for a stretch and then drops by a whole step.
With the numbers this page starts from, planting on day one and planting on day four both give four harvests. Planting on day five gives three. The delay was one day in both cases and only one of them cost anything.
| If you plant on day | Harvests |
|---|---|
| 1 – 4 | 4 |
| 5 – 8 | 3 |
| 9 – 12 | 2 |
| 13 – 16 | 1 |
| 17 + | 0 |
Where do the drops land?
Exactly as far apart as the regrowth. With four days between harvests the drops fall on days 5, 9, 13 and 17, so one day in four is a cliff and the other three cost nothing.
That is why plant as early as possible is poor advice. The useful version is plant before the next step, and the step has a date you can write down.
What about a crop that only harvests once?
Then there is no staircase at all, just a wall. Every day up to the deadline gives exactly one harvest and the day after gives nothing, so the only date that matters is the last one.
Setting the regrowth to zero on this page shows that directly, and it is the clearest way to see how differently the two kinds of crop behave under the same season.
Which is the last day worth planting?
The season length minus the growing time, and that day still works: the harvest lands on the final day of the season rather than the day after it.
That single day is where hand made planting charts usually go wrong, because subtracting and then adding a safety day quietly throws away a date that was fine.
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