Mutations and sale prices
Farming guides

Mutations and sale prices

Giant, Wet, Frozen and Electric states, and how a crop’s base sale value is calculated.

Four recorded mutation states

The game defines Giant, Wet, Frozen and Electric mutations alongside the normal state. Each harvested crop stores its own multiplier. Open its crop page for the values rather than assuming every item is the same.

Base sale formula

The recovered sale method multiplies the crop’s base price by its weight, with a minimum weight of 0.01, then applies the multiplier for one mutation state. The crop-page calculator follows that formula.

Base sale value = base price × max(0.01, weight) × mutation multiplier.

Chance settings versus observed odds

Crop definitions contain separate chance settings, but weather triggers, cooldowns, active tools and pet bonuses can change when a mutation is attempted. Treat the chance tables as configuration values, not measured probabilities per harvest.

Improving your setup

Compare the crop table with tool effects and pet bonuses. More expensive produce is not automatically the fastest crop to grow.

More in Farming guides

Getting started · Crop comparison · Demo content and level cap · Weather and growth

Sources & version notes

Based on the supplied Cozy Farm Life Simulator demo. Base values can change with later builds and gameplay modifiers. Not independently verified in live gameplay.

[
  {
    "method": "FarmHarvestCropItemDefinition.GetSellPrice",
    "rva": "0x96FE40",
    "verification": "native instructions and field offsets"
  }
]
How the data was checked