The multipliers
Kegs: fruit becomes wine at 3× base price (ancient fruit = 550 → 1,650g), vegetables become juice at 2.25×, hops become pale ale, wheat becomes beer. Jars: pickles and jelly at 2× base price + 50g. Kegs multiply harder; jars work roughly 2–3× faster (jars take 2–3 days, wine a week, juice about 4 days).
Match machine to crop
High-base-price fruit (ancient fruit, starfruit, melons, pomegranates) belongs in kegs — the 3× multiplier on a big number beats everything. Low-price bulky crops (corn, blueberries in bulk) often earn more per day in jars because of the speed. Hops are the keg sleeper: pale ale daily harvests keep kegs continuously fed.
Scaling the machine room
Keg and jar recipes are cheap (wood, copper/iron, stone) — the real constraint is space and crops. The shed is the classic keg warehouse: a fully loaded shed holds 137 machines. Put the machines beside the field, fill them the day of harvest, and let the cellar age the best wines to iridium for double price over two in-game months.
Two formulas, and one of them wins on a metric nobody quotes
Every keg-or-jar argument reduces to two lines of arithmetic from the official wiki:
Keg: fruit → wine = base × 3 | vegetable → juice = base × 2.25
Preserves Jar: jelly / pickles = (base × 2) + 50
Stack them against each other and the crossover falls out immediately. The keg pulls ahead on value per item as soon as 3b exceeds 2b + 50 — that is, whenever the crop's base price is above 50g. Below 50g the jar's flat +50 bonus wins outright, which is why cheap high-yield crops like corn and green beans are jar crops.
The metric that reverses the answer: gold per machine per day
Value per item ignores time, and the two machines are not close on time. A keg takes roughly 6.9 days to finish wine (4 days for juice); a preserves jar finishes in about 2.8 days. The jar cycles two and a half times in the window a keg uses once.
Divide output by processing time and the ranking inverts. This is not a house opinion — the official wiki states it plainly: looking at gold per day based on time required, it is always more profitable to use a preserves jar, on the highest value item possible.
| Crop (base) | Keg out | Jar out | Per item winner | Keg gold/day | Jar gold/day | Per day winner |
|---|---|---|---|---|---|---|
| Starfruit (750g) | 2,250g | 1,550g | Keg by 700g | 326 | 558 | Jar |
| Ancient Fruit (550g) | 1,650g | 1,150g | Keg by 500g | 239 | 414 | Jar |
| Pumpkin (320g) | 720g | 690g | Keg by 30g | 180 | 248 | Jar |
| Blueberry (50g) | 150g | 150g | Tie | 22 | 54 | Jar |
| Corn (50g) | 113g | 150g | Jar by 37g | 28 | 54 | Jar |
| Green Bean (40g) | 90g | 130g | Jar by 40g | 23 | 46 | Jar |
So on strict throughput the jar wins everywhere, including on starfruit. That is genuinely useful to know and it is also not the whole answer, because two things the table cannot show push players back to kegs.
Why kegs still deserve your wood
- Casks only age wine. The cellar takes wine and lifts it through silver (1.25×), gold (1.5×) and iridium (2×) quality. Nothing in the game multiplies a jelly. A starfruit wine aged to iridium is 4,500g from a 750g fruit — a 6× multiplier the jar can never reach, once you accept the ageing time.
- Labour, not gold, becomes the limit. A jar that finishes every 2.8 days must be emptied every 2.8 days. Run forty jars and the collection schedule alone starts dictating your mornings. Kegs let you batch the same work into a single weekly pass.
- Vegetables lose to kegs on rate, not value. Juice is only 2.25× base, so a pumpkin kegs worse than it jars — but a cellar of kegs fed by a harvest that outpaces your jars means the overflow has nowhere to go. Throughput beats theoretical gold per day when you are the bottleneck.
The working rule that falls out of all this: build jars early, build kegs once you have a cellar to age in. Jars unlock at Farming level 4 for 50 wood, 40 stone and 8 coal; kegs need level 8 plus a copper bar, an iron bar and oak resin.
Three worked examples
Starfruit. Base 750g. Jelly = 750 × 2 + 50 = 1,550g. Wine = 750 × 3 = 2,250g. Wine wins per item by 700g. Per machine per day: jar 1,550 ÷ 2.8 = 558g; keg 2,250 ÷ 6.9 = 326g. Jar wins on rate — until the wine goes into a cask and reaches 4,500g, at which point the keg plus cellar is in a different league entirely.
Blueberry. Base 50g — exactly the crossover. Wine = 150g, jelly = 150g, a dead tie on value. Since the jar finishes in 2.8 days against 6.9, the jar is the better machine for blueberries, full stop. It is also the single clearest example of why value-per-item comparisons mislead.
Corn. Base 50g, but a vegetable, so the keg gives juice at 2.25×: 113g. The jar gives pickles at 2×+50: 150g. The jar wins on value and on rate. Corn is the textbook case from the wiki itself, and it is why a corn field and a keg-only build are a poor match.
What to build, in order
- Farming 4: preserves jars. Cheap, quick to build, and they beat a keg on rate for every crop you can afford at that stage.
- Farming 8, no cellar: kegs for high-value fruit you intend to age later, jars for everything cheap and everything vegetable.
- Cellar open: kegs and casks for starfruit and ancient fruit; keep jars running for overflow and for anything under 50g base.
- Never: compare the two on sell price alone. It is the one comparison that gives the wrong answer most often.
Sizing a machine room
Kegs and jars trade floor space against multiplier, and a fully loaded shed holds 137 machines, so the layout is worth planning. These are the items for that.
- Planner notebook — A machine room is a layout problem; sketching the shed before you fill it saves moving everything twice.
- Gaming mouse — Loading 137 machines is a lot of repetitive interaction.
- Desk lamp — Machine-room upkeep is admin-style play, often in the evening; a lamp keeps your layout notes usable.
- SSD — Late-game farms with hundreds of machines make the save large; an SSD keeps the day-to-day loading quick.
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Sources and standards
Where these figures come from
Every formula on this page is implemented from the published reference material below. Where a value depends on a regional code, the calculator lets you override it rather than assuming one jurisdiction.
- Stardew Valley — official site — the game of record; version notes and feature announcements come from here.
- ConcernedApe — the developer, and the authority on balance changes between updates.
Figures, formulas and reference tables last verified: 23 September 2026