Nerd!Here it is: https://jscalc.io/calc/4L8PtSysT0VkqSwT

I also made an ATM calculator: http://www.growtopiagame.com/forums/...a-Explanation)

If you like it, please bump! Bump each time you use it please, too.

It's an theoretical estimate, as the practical outcomes are based on chance. Meaning: it will tell you how many seeds, gems and experience you will get if all chance is turned to averages that are based on farming data; therefore, you may not get exactly the same amount of seeds, gems or experience that the calculator says, but it tells you what to expect.

Special thanks to The One Bexinator for supplying many of the formulas and Indicative for helping me with JavaScript. Also, to the forumers for giving me statistics.

How to Use It

You will find that the calculator is defaultly set on farming 100 Venus Guytraps, one time. On the left side, input the amount of seeds that you currently have. Input how many times you plan on farming the seeds. Input the rarity of the seed. Input the the maximum number of fruit (blocks/backgrounds) you can get from one tree, without using a harvester—this is called 'drop rate' on Growtopia Wiki. Tick the box if you want to re-farm the profit seeds after each farm (all seeds gained will be farmed again, not stored or sold). Lastly, tick the box if you will use a harvester. And finally, take a look at the right side of the screen to view your calculations! Please note that these are merely estimates—but accurate ones!

The Formulas

These formulas have been made with information from the forums and statistics from farming. They may not be dead accurate, as calculations are made on the server and can only be estimated by the client using data from farming.

I have assumed all possible amounts of fruit from trees have an equal probability. Therefore a drop rate of 8 means an average of 4.5 (sum of 1 to 8, divided by 8), and a drop rate of 4 means an average of 2.5 (sum of 1-4, divided by 4).

I have not taken into account seeds dropping from trees, simply because I do not have a formula. I will try to add this as soon as possible. In the meantime, the calculator is still fairly accurate.

When you break a block, I have coded that there is a 25% chance of a seed and a 66.66...% chance of gems. If you don't get gems or a seed, you get a block. When you get gems, if the rarity is below (but not including) 30, you will get an average of rarity/12 gems. If the rarity is 30 or greater, you get rarity/8 gems. Getting nothing counts as getting 0 gems. When you break a tree, you will always be given gems to these formulas.

I was didn't find it necessary to factor in the extra blocks dropped from blocks, increasing exponentially so that those blocks will also drop blocks (it would be hard). I decided to just factor them in to 5 levels—averageBlocksFromTree*0.000004018 more seeds per farm is the fifth level, so there is clearly no need to go further.

When you break a tree you get 1+rarity/10 (always rounded down) experience. You get 1 experience from breaking a block or collecting a gem.

The growing time of a tree is rarity*(rarity^2+30).

Of course, a harvester will have a 10% chance of doubling fruit and using fuel. Be wary that ecto packs and pine juice do NOT double the fruit.

Eggs Benedict increases experience by 25% and Ring of Wisdom increases it by 10%, by granting chances of doubling the experience earned. They can stack, granting double, double experience, giving 37.5% (25%+10%+25%*10%) more experience when used together.

Using mathematical operators on JavaScript, I have combined these formulas to create outputs, such as the ending number of seeds.

Coming Soon

I'll add seeds falling out of trees as soon as I find the formula. You are welcome to help me gather data for this. Currently, seeds falling from trees is not taken into account at all—still fairly accurate, though.

The data will be hard to find, but eventually I'll try and add clover usage. Again, you are welcome to help me find data.

I'll also add a drop-down box, to select the name of the item you're farming, instead of typing the rarity and drop rate.

I might try to add an estimation of the labourous time required to farm it as well.

How You Can Help

If you wish to help make my calculator better, you can help by testing it and gathering farming data.

You may like to test one of the formulas that I have used while you farm, otherwise you can test the combined formulas, by using the calculator. I would especially like to test the outcomes of breaking a block further. This will help evaluate the accuracy and improve it.

Apart from data that tests my formulas, I also need data to approximate the chance of getting a seed from harvesting a tree. Please record and post: how many trees you break, how many seeds fall out of these trees and the type of tree.

Any data to do with clovers would be great too, as I hope to add compatibility in the future. In particular, I'd like: the type of block you're smashing, how many blocks you smash with clovers, how many times the clover is activated (the pop noise and clover particles), and exactly what you get from the block when it activates.

Also, as mentioned above, I haven't made a formula to exponentially calculate the extra blocks, from breaking blocks. If you are good at maths or JavaScript, you may like to give it a shot.

Lastly, please help bump!

Thanks!

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