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Seaweed
Fish

Seaweed

It can be used in cooking.

Fish →

Base sale value

20g

Normal-quality base value before professions and profit-margin settings. Not purchase price or profit.

At a glance

Edible
Yes
Catch difficulty
5
Movement pattern
floater

Fishing

3

Rod fishing: Farm Beach

Location
Farm Beach
Spawn season
No season gate on this entry
Ordinary time
06:00–26:00; end exclusive
Ordinary weather
both
Minimum skill
0
Fishing area
Ocean
  • Candidate source, not a guaranteed catch. Default and location rules are merged, ordered and checked against your cast and save.
  • Magic Bait can bypass some season/time/weather gates, but not every catch condition.

Rod fishing: Beach

Location
Beach
Spawn season
No season gate on this entry
Ordinary time
06:00–26:00; end exclusive
Ordinary weather
both
Minimum skill
0
  • Candidate source, not a guaranteed catch. Default and location rules are merged, ordered and checked against your cast and save.
  • Magic Bait can bypass some season/time/weather gates, but not every catch condition.

Rod fishing: Submarine

Location
Submarine
Spawn season
No season gate on this entry
  • Candidate source, not a guaranteed catch. Default and location rules are merged, ordered and checked against your cast and save.
  • This spawn bypasses ordinary fish-data time, weather and minimum-skill checks. Its own spawn gates still apply.

Fish Pond production

7

Pond produce: Clam

Stocked fish
Clam
Candidate output
Seaweed × 1–3
Reproduction time
Derived from fish value by game logic; not a fixed source duration
  • Fish Pond production, separate from catching a fish. The lowest-precedence matching pond rule is used; production and output selection remain conditional.
  • Requires population 0 or higher, plus any pond population quests.
  • Output rolls, population and animal-cracker effects can change quantity. A candidate is not a guaranteed daily product.

Pond produce: Lobster

Stocked fish
Lobster
Candidate output
Seaweed × 1–3
Reproduction time
Derived from fish value by game logic; not a fixed source duration
  • Fish Pond production, separate from catching a fish. The lowest-precedence matching pond rule is used; production and output selection remain conditional.
  • Requires population 0 or higher, plus any pond population quests.
  • Output rolls, population and animal-cracker effects can change quantity. A candidate is not a guaranteed daily product.

Pond produce: Crab

Stocked fish
Crab
Candidate output
Seaweed × 1–3
Reproduction time
Derived from fish value by game logic; not a fixed source duration
  • Fish Pond production, separate from catching a fish. The lowest-precedence matching pond rule is used; production and output selection remain conditional.
  • Requires population 0 or higher, plus any pond population quests.
  • Output rolls, population and animal-cracker effects can change quantity. A candidate is not a guaranteed daily product.

Pond produce: Cockle

Stocked fish
Cockle
Candidate output
Seaweed × 1–3
Reproduction time
Derived from fish value by game logic; not a fixed source duration
  • Fish Pond production, separate from catching a fish. The lowest-precedence matching pond rule is used; production and output selection remain conditional.
  • Requires population 0 or higher, plus any pond population quests.
  • Output rolls, population and animal-cracker effects can change quantity. A candidate is not a guaranteed daily product.

Pond produce: Mussel

Stocked fish
Mussel
Candidate output
Seaweed × 1–3
Reproduction time
Derived from fish value by game logic; not a fixed source duration
  • Fish Pond production, separate from catching a fish. The lowest-precedence matching pond rule is used; production and output selection remain conditional.
  • Requires population 0 or higher, plus any pond population quests.
  • Output rolls, population and animal-cracker effects can change quantity. A candidate is not a guaranteed daily product.

Pond produce: Shrimp

Stocked fish
Shrimp
Candidate output
Seaweed × 1–3
Reproduction time
Derived from fish value by game logic; not a fixed source duration
  • Fish Pond production, separate from catching a fish. The lowest-precedence matching pond rule is used; production and output selection remain conditional.
  • Requires population 0 or higher, plus any pond population quests.
  • Output rolls, population and animal-cracker effects can change quantity. A candidate is not a guaranteed daily product.
Show 1 more fish pond production entries

Pond produce: Oyster

Stocked fish
Oyster
Candidate output
Seaweed × 1–3
Reproduction time
Derived from fish value by game logic; not a fixed source duration
  • Fish Pond production, separate from catching a fish. The lowest-precedence matching pond rule is used; production and output selection remain conditional.
  • Requires population 0 or higher, plus any pond population quests.
  • Output rolls, population and animal-cracker effects can change quantity. A candidate is not a guaranteed daily product.

Cooking & crafting

1

Gifts & recipients

Base item taste; acceptance still depends on the recipient and current save.

Disliked by

Leah · Marnie · Sam · Shane

Hated by

Abigail · Alex · Caroline · Clint · Demetrius · Elliott · Emily · Evelyn · George · Gus · Haley · Harvey · Jas · Jodi · Lewis · Linus · Maru · Pam · Penny · Pierre · Robin · Sebastian · Vincent · Willy · Wizard

Show progression-sensitive recipients
  • Dwarf — Positive friendship gains require understanding Dwarvish. The taste itself is unchanged; access to the Dwarf’s area is separate.
  • Kent — Arrives in year 2; not present in year 1.
  • Krobus
  • Leo — Requires the host’s island introduction progress. Home changes after the host’s move-to-the-valley event; this is not a fixed daily schedule.
  • Sandy — Ordinary friendship/gifting requires the Oasis introduction event to have been seen by at least one player. Reaching the Desert also depends on your travel options.

Ordinary tastes describe base items. Quality, birthdays and other friendship modifiers are separate; special items use their own handlers. Gift guide →

Vanilla Stardew Valley 1.6.15. Sources describe possible outcomes; save progress and game rules can change availability. Unlisted acquisition methods may exist. Values do not include profit calculations. Gift tastes describe base items; acceptance depends on recipient and save state. Sources, methods & limitations