Animal husbandry is a stable passive income source in the mid and late game. This guide covers coop and barn animals, product processing, building costs, and daily care essentials to help you build an efficient animal farm.
All animal husbandry buildings are constructed by the carpenter Robin and require gold and materials. Once built, you can purchase animals from Marnie.
| Building | Cost | Materials | Capacity | Animals Allowed |
|---|---|---|---|---|
| Basic Coop | 4,000G | 300 Wood + 100 Stone | 4 | Chicken, Duck, Rabbit, Dinosaur |
| Big Coop | 10,000G | 400 Wood + 150 Stone | 8 | Same as above + Auto-Feeder |
| Deluxe Coop | 20,000G | 500 Wood + 200 Stone | 12 | Same as above + Auto-Feeder |
| Basic Barn | 6,000G | 350 Wood + 150 Stone | 4 | Cow, Sheep, Pig, Goat |
| Big Barn | 12,000G | 450 Wood + 200 Stone | 8 | Same as above + Auto-Feeder |
| Deluxe Barn | 25,000G | 550 Wood + 300 Stone | 12 | Same as above + Auto-Feeder |
It's recommended to first build a Basic Coop for chickens, and after recouping the investment, upgrade to a Big Barn for pigs. Pigs are the most profitable animal in the late game (Truffles), but require significant investment.
| Animal | Purchase Price | Product | Product Sale Price | Production Cycle |
|---|---|---|---|---|
| 🐔 White Chicken | 800G | Egg | 50G | Daily |
| 🐔 Brown Chicken | 800G | Large Egg | 95G | Daily |
| 🦆 Duck | 1,200G | Duck Egg / Duck Feather | 95G / 250G | Every 2 days |
| 🐰 Rabbit | 8,000G | Wool / Rabbit's Foot | 340G / 1,000G | About every 4 days |
| 🦕 Dinosaur | — | Dinosaur Egg | 350G | About every 7 days |
For Dinosaur, you must first find a Dinosaur Egg in the Mines, then place it in the Incubator to hatch. The Rabbit's Foot is a universal "loved gift," so raising rabbits combines gifting and income.
| Animal | Purchase Price | Product | Product Sale Price | Production Cycle |
|---|---|---|---|---|
| 🐄 Cow | 1,500G | Milk | 125G | Daily |
| 🐐 Goat | 4,000G | Goat Milk | 225G | Every 2 days |
| 🐑 Sheep | 8,000G | Wool | 340G | About every 3 days |
| 🐷 Pig ★ | 16,000G | Truffle | 625G | Daily (outdoors on sunny days) |
Pigs are the most profitable animal in the late game—on sunny days they forage outdoors for Truffles, each worth 625G. Combined with the "Shepherd" profession branch and Truffle Oil processing, a single pig's daily profit can exceed 1,000G. However, they don't go outside on rainy days or in winter, and produce no Truffles.
Processing animal products doubles their profit—it's the key to getting rich from animal husbandry:
| Raw Material | Processing Equipment | Product | Product Sale Price | Time |
|---|---|---|---|---|
| Egg / Duck Egg | Mayonnaise Machine | Mayonnaise | 190G / 275G | About 3 hours |
| Milk | Cheese Press | Cheese | 230G | About 3 hours |
| Goat Milk | Cheese Press | Goat Cheese | 400G | About 3 hours |
| Wool / Rabbit Wool | Loom | Cloth | 375G / 437G | About 4 hours |
| Truffle | Oil Maker | Truffle Oil | 1,065G | About 6 hours |
The core of animal husbandry is not "buy an animal and get output," but "raise the animal's mood and friendship to maximum." Mood determines whether that day's output is a large product, and friendship determines the product's quality distribution (regular / silver / gold / iridium). A fully befriended, full-mood animal can produce 2-3 times the daily value of a beginner's animal. Daily care must form a stable morning-and-evening rhythm.
Each animal needs 1 portion of Hay per day. In spring and summer, you can open the door to let them eat fresh grass outside (free); in autumn, winter, or on rainy days, you must dispense Hay from the Silo (50G per portion, requires cutting grass to stock up). Missing one day of feeding zeroes out mood, requiring 3 days to recover.
Click on each animal daily to pet it and raise friendship—friendship ranges from 0-1000 points, corresponding to 5 hearts. At max friendship, product quality stably stays at gold star or above. Build the habit of "petting each one as you enter."
Letting animals outside to graze saves Hay and boosts mood and friendship. Open the door right after 6 AM and close it before 5 PM to avoid nighttime wildlife scares that lower mood.
Install a Heater in the building (2000G each from Robin) to maintain temperature in winter and prevent mood drops. One Heater is enough to cover a building; it's essential for winter production.
Animals have two independent values: Friendship (long-term accumulation) and Mood (daily fluctuation). Understanding the difference between the two is key to high-end animal husbandry. Friendship determines product quality (silver / gold / iridium star chance), while Mood determines product size (regular / large). Both must be maxed to reliably produce the highest-value iridium-star large products.
| System | Effect | Ways to Increase | Factors That Decrease |
|---|---|---|---|
| Friendship (0-1000) | Determines quality distribution | Daily petting (+15), going outside to graze (+8) | Not petted (-5), not fed (-20), door left open at night (-10) |
| Mood (0-255) | Determines large-product chance | Going outside to graze, Heater warmth | Not going outside on rainy days, nighttime wildlife scares, not fed |
A chicken at max friendship + max mood can have a 50%+ chance of producing a Large Iridium Egg, with the per-unit sale price jumping from 50G to 190G (iridium ×2); a full-status Pig reliably produces 1-3 Truffles per day. Build the morning-and-evening habit and you can raise animals to full status in 30 days.
Animal products also come in four quality tiers—regular, silver, gold, and iridium—with the same sale price multipliers as crops (×1 / 1.25 / 1.5 / 2.0). Quality is directly determined by Friendship: 0-200 is almost all regular, 200-500 starts showing silver, 500-800 shows gold, and only 800+ yields iridium. Processed products (Mayonnaise, Cheese) are fixed at regular quality, but their sale price already includes the processing value-add, so raw materials from high-friendship animals are more profitable after processing (because gold/iridium raw materials used for wine/oil get extra bonuses).
Both Coop and Barn have three tiers: Basic, Big, and Deluxe. Upgrades must be done sequentially (no skipping), and each upgrade doubles capacity, unlocks new animal types, and adds an Auto-Feeder function. When planning upgrade paths, simultaneously consider the animal purchase budget and processing equipment matching to avoid the awkward situations of "pens but no animals" or "animals but no processing."
| Building Tier | Capacity | New Feature | Unlocked Animals | Recommended Timing |
|---|---|---|---|---|
| Basic Coop | 4 | — | Chicken | Early summer, year 1 |
| Big Coop | 8 | Auto-Feeder | Duck, Rabbit | Fall, year 1 |
| Deluxe Coop | 12 | Auto-Feeder | Dinosaur (hatched) | Year 2 |
| Basic Barn | 4 | — | Cow, Goat | Fall, year 1 |
| Big Barn | 8 | Auto-Feeder | Sheep, Pig | Winter, year 1 |
| Deluxe Barn | 12 | Auto-Feeder | — | Spring, year 2 |
Big Coop and above, and Big Barn and above, come with an Auto-Feeder system: as long as there's Hay in the Silo, it will be dispensed automatically each morning. This means rainy days and winter no longer require manual feeding, greatly reducing daily workload. However, on sunny days you should still open the door to let animals graze, saving Hay reserves.
Sheep produce Wool, but you must shear them manually with Shears (unlike chickens and cows, which produce automatically). At max friendship, Wool grows back about every 3 days; a regular bundle sells for 340G, or 375G when processed into Cloth. Combined with the "Shepherd" profession branch (the opposite branch of Coopmaster, chosen at Farming level 10), Wool grows faster—a stable mid-tier income source in the late game.
Pigs are the highest daily-profit animal per head in Stardew Valley, but a few often-overlooked details directly affect returns. Pigs only find Truffles when they go outside on sunny days—they completely stop production on rainy days and in winter. Truffles appear randomly on outdoor tiles around the pig and must be picked up manually. At max friendship, a pig produces 1-3 Truffles per day, averaging 1.5.
| Item | Data | Notes |
|---|---|---|
| Per-head purchase price | 16,000G | Bought at Marnie's Ranch |
| Per-Truffle sale price | 625G (regular) | Iridium 1,250G |
| Truffle Oil sale price | 1,065G | Oil Maker processing, 6 hours |
| Daily output (max friendship) | 1.5 Truffles | Sunny-day statistical average |
| Per-head daily profit | About 1,000G+ | After processing into Truffle Oil |
| Stop conditions | Rainy days, winter, not going outside | Requires advance processing equipment |
Payback period per head, calculated at max friendship, including processing, over a full season (28 days with about 20 sunny days):
| Animal | Total Investment (incl. amortized building) | Daily Profit (incl. processing) | Payback Period | Recommendation |
|---|---|---|---|---|
| 🐔 White Chicken | About 2,000G | About 190G | About 11 days | ★★★★★ Beginner top pick |
| 🐔 Brown Chicken | About 2,000G | About 275G | About 8 days | ★★★★★ Fastest payback |
| 🐄 Cow | About 4,000G | About 230G | About 17 days | ★★★★ Barn starter |
| 🦆 Duck | About 3,500G | About 140G | About 25 days | ★★★ Also for gifts |
| 🐐 Goat | About 6,000G | About 200G | About 30 days | ★★★ Long cycle |
| 🐰 Rabbit | About 10,000G | About 130G | About 77 days | ★★ Gift-only |
| 🐑 Sheep | About 10,000G | About 130G | About 77 days | ★★ Mid-tier |
| 🐷 Pig ★ | About 18,000G | About 1,000G+ | About 18 days | ★★★★★ Late-game king |
Payback period from short to long: Brown Chicken < White Chicken < Cow < Pig < Duck < Goat < Rabbit / Sheep. Beginners should expand strictly in this order—first 4 chickens to recover cash, then a Cow as a transition, then concentrate on Pigs. Rabbits and Sheep serve as side businesses for gifts, not as primary income animals.
The ultimate goal of animal husbandry is "passive income"—spending only 5 minutes a day to complete all care. Reaching this goal requires three layers of automation: the first layer is Auto-Feeding (included in Big Coop / Big Barn and above), where Hay is automatically dispensed from the Silo with no manual work; the second layer is scaled-up processing equipment, with 1 corresponding machine per animal so raw materials enter the pipeline the same day; the third layer is building placement optimization, putting the Coop / Barn near the farm entrance with processing equipment clustered along the path, for a minimalist "pet on entry, collect on exit" flow.
After completing all three layers, the daily routine for 12 pigs is just: open the door at 6 AM (5 seconds) → pet 12 pigs (30 seconds) → collect Truffles (1 minute) → load Oil Makers (30 seconds), totaling under 3 minutes—yet daily profit can exceed 7500G. That is the final form of Stardew Valley animal husbandry.