Roblox Game

Build A Ring Farm Calculator — Harvest & Profit

Step-by-step harvest calculator: pick any seed, set level, saw, ring, and mutation, then read live income, units per plant, and the full formula breakdown.

Calculate exact earnings using seeds, mutations, rings, saw bonuses, seed level, and cash multipliers.

Calculate exact harvest earnings before you buy a ring upgrade, spray, or seed level push. The tool uses the same multi-variable formula as the wiki: base value, level scaling, saw bonus, ring tier, mutation, and optional cash boosts all stack independently.

All 49 seeds with confirmed Level 1 income are in the dropdown — compare full seed stats when you pick a crop. Pair results with mutation and ring guides for when to harvest during weather events.

Live calculationWiki-synced tablesMay 2026 data

Seeds loaded

49

of 51 wiki crops

Multipliers

9 + None

3 ring tiers

Last recalc

waiting for input

Change any input

Formula run

Rev 2026-05-28

Numbers pull directly from seeds, mutations, and rings — same tables as the wiki. 2 crop(s) hidden until base income is confirmed. Output recalculates on every field change; no page reload.

Configuration input

Change any field — live output updates on the right.

Switch crops to compare early and late income with the same ring and mutation setup.

Live earnings output

ReadyUpdated waiting for input

Final harvest income (all plants)

$420

Base price (L1)
$3
Level-adjusted unit price
$31.00)
Saw bonus (floor(SawLvl × 2/3))
+0
Ring multiplier
7x
Mutation multiplier
1x
Cash multiplier
1×
Calculated units per plant
7.00 (ring × (1 + saw/7))
Final price per plant
$21
Plants harvested
20

Active formula

SawBonus = floor(SawLevel × 2 / 3)
Units = RingMult × (1 + SawBonus / 7)
FinalPrice = unitPrice × 1.25^(Lvl-1) × CashMult × MutationMult × RingMult × (1 + SawBonus/7)
Total = Plants × FinalPrice

How to use this calculator

  1. Step 1. Pick your seed

    Open the Seed dropdown and choose the crop you plan to harvest. Each option shows Level 1 base value, grow time, and rarity. Switch seeds to compare early crops like Carrot ($3) against late-game picks like Dragonfruit without changing the rest of the form.

  2. Step 2. Set seed level and saw level

    Seed level applies exponential scaling: unit price × 1.25^(level − 1). Saw level feeds SawBonus = floor(saw × 2/3), which adds (1 + SawBonus/7) to both units per plant and final price. Use the preset chips (1 / 25 / 50 / 75 / 100 for seeds, 1 / 5 / 10 / 15 / 20 for saw) or type exact levels from your save.

  3. Step 3. Choose ring and mutation

    Ring sets the flat 7× / 13× / 19× multiplier (Inner, Middle, Outer). Mutation stacks on top — pick None (1×) for a clean base run, or select Wet through Honeycomb when you have a spray or weather proc. Ring and mutation multiply together; they do not add.

  4. Step 4. Enter plants and cash multiplier

    Plants is how many crops you harvest in one action (often 20 on a full plot). Cash multiplier defaults to 1×; raise it only when you have an active money boost or gamepass that scales final income.

  5. Step 5. Read live output

    The right panel updates instantly: base L1 price, level-adjusted unit price, saw bonus, ring and mutation multipliers, calculated units per plant, final price per plant, and total harvest income. Copy your setup with the button below the breakdown.

Quick check: starter 630 example

Seed Carrot, Seed Level 1, Saw Level 1, Ring Base (Inner) 7×, Mutation Wet 1.5×, Plants 20, Cash → total 630 before higher levels or saw upgrades.

How each variable affects income

Seed level scaling

Unit price grows by 1.25^(level − 1) on top of the Level 1 base. Level 10 Carrot multiplies the $3 base by 1.25^9 ≈ 5.96× before rings or mutations. Because scaling is exponential, seed level is one of the strongest long-term investments — model level 25 / 50 / 75 with the preset chips before you commit cash.

Saw bonus

SawBonus = floor(SawLevel × 2/3). At Saw Level 1, bonus is 0. At Saw Level 3, bonus is 2 → adds 2/7 ≈ 28.6% through (1 + SawBonus/7). At Saw Level 20, bonus is 13 → about +185.7%. The same factor applies to calculated units and final price per plant.

Ring multiplier

Inner 7×, Middle 13×, Outer 19×. Moving Base → Outer is roughly +171% income if everything else stays equal — use the calculator to see if a slow Outer crop beats faster Inner turnover for your session.

Mutation multiplier

Mutations range from Wet (1.5×) to Honeycomb (6.5×). They multiply with the ring — Rainbow (5×) on Outer (19×) is 95× before seed level and saw. Set mutation to None when planning a baseline harvest; switch to event procs when weather is active.

Cash multiplier and plants

Cash multiplier covers gamepass or temporary money boosts (default 1×). Plants is total crops in the harvest — multiply final price per plant by plant count for total income. Example with 20 Carrot at level 10, Outer ring, no mutation, Saw 20, 1× cash: 20 × $3 × 1.25^9 × 1 × 1 × 19 × (1 + 13/7) — plug the same numbers above to get the exact total.

FAQ

What formula does this calculator use?

SawBonus = floor(SawLevel × 2/3). Units per plant = RingMult × (1 + SawBonus/7). Final price per plant = base × 1.25^(level−1) × CashMult × MutationMult × RingMult × (1 + SawBonus/7). Total harvest = Plants × final price per plant.

Why does level 1 Carrot with Wet on Inner and 20 plants show 630?

Base $3 × Wet 1.5× × Inner 7× × 20 plants = 630 with no saw bonus (Saw Level 1 gives floor(2/3)=0). Set those values to verify the starter example.

Which seeds are missing from the dropdown?

Crops with Unknown base income (Hornet, Queen Blossom) are excluded until stats are confirmed. All other wiki seeds with a listed Level 1 value are included.

How accurate are the results?

Inputs come from the same seed, mutation, and ring tables as the wiki. For the same in-game setup, results should match. If a patch changes scaling, update seed level or cash multiplier and compare again.

Game balance may change after updates. Values marked Unknown are not yet confirmed in-game. Redeem codes and harvest once to confirm rewards after each patch.