Stardew Valley Friendship Points Calculator

💛 Stardew Valley Friendship Points Calculator

Estimate friendship points from hearts, talking, gifts, birthdays, Winter Star, quality, weekly gift bonuses, decay, bouquets, and marriage milestones.

🎮Friendship Plan Presets
Formula note: One heart equals 250 friendship points. Talking once per day gives +20. Loved, liked, neutral, disliked, and hated gifts use +80, +45, +20, -20, and -40 before event multipliers. Birthday gifts multiply by 8, Winter Star gifts multiply by 5, and liked/loved gift quality can multiply by 1, 1.1, 1.25, or 1.5.
250
Points per heart
+20
Daily talk points
x8
Birthday gift multiplier
8/10/14
Bouquet, marriage, spouse caps
Tip: Use exact points when you know them. If you only know the visible hearts, leave points into current heart at 0 and treat the answer as a conservative estimate.
Tip: The calculator keeps the gift math separate from individual villager preference lists. Pick the taste category for the item you already know is loved, liked, neutral, disliked, or hated.
Friendship Inputs
Controls decay rate, decay stopping point, and heart cap.
Marriage proposals require 10 hearts after bouquet plus farmhouse and pendant conditions.
A heart is 250 points. Half-hearts are accepted for planning.
Use 0 to 249 if you track exact friendship points outside the game UI.
Only used when the target milestone dropdown is set to custom.
Talking to a villager once per day gives +20 friendship points.
Missed daily greetings trigger profile-specific decay unless decay has stopped.
Quality only affects loved and liked gifts.
Applies to loved and liked normal gifts only.
Most villagers allow one gift per day and two gifts per week.
Birthday gifts use the x8 event multiplier.
An iridium loved birthday gift is 80 x 8 x 1.5 = 960 base points.
Secret friend gifts at the Feast of the Winter Star use x5.
Stardrop Tea gives 250 points normally and 750 on birthdays or Winter Star.
Tea is modeled separately because it has its own point value.
Giving two gifts in a week adds +10 friendship on Sunday morning.
Each item delivery quest awards +150 friendship points.
Use for Flower Dance +250, Bulletin Board +500, event choices, garbage penalties, or custom adjustments.
Friendship forecast
Net plan change
0
friendship points
Forecast hearts
0.0
after plan
Target gap
0
points still needed
Loved gifts needed
0
normal quality, no birthday
Friendship breakdown
📊Friendship Comparison Grid
Point source comparison
Plan lane
Base points
Multiplier
Gift limit fit
Decay exposure
Best milestone
Daily talk routine
+20 per day
Friendship 101 only
No gift slot used
Prevents missed-talk decay
Slow steady hearts
Two normal gifts
+90 liked or +160 loved
Quality if liked/loved
Weekly cap for most villagers
Still talk daily
2 to 8 hearts
Birthday gift
Up to +960 base
x8 plus quality
Allowed even after two gifts
One-day burst
Large target jumps
Stardrop Tea
+250 or +750
Special fixed value
Separate from weekly limit
Strong rescue option
One to three hearts
Bouquet dating plan
+25 bouquet
Unlocks 10 hearts
Not a normal gift
Dating decay is -10/day
8 to 10 hearts
Spouse upkeep
Decay -20/day
Spouse modifier used
Daily gift allowed
Decay never stops
12.5 or 14 hearts
📋Reference Tables
Gift taste point table
Gift tasteNormal valueWinter Star x5Birthday x8Quality applies?
Loved gift+80+400 before quality+640 before qualityYes: normal x1, silver x1.1, gold x1.25, iridium x1.5
Liked gift+45+225 before quality+360 before qualityYes: normal x1, silver x1.1, gold x1.25, iridium x1.5
Neutral gift+20+100+160No quality multiplier
Disliked gift-20-100-160No quality multiplier
Hated gift-40-200-320No quality multiplier
Stardrop Tea+250+750+750Special fixed value

For liked and loved gifts, this calculator uses event multiplier x preference x quality multiplier. For neutral, disliked, and hated gifts, quality is ignored.

Decay and heart cap table
Relationship stateDaily missed-talk decayDecay stops atHeart cap usedPlanning note
Not romanceable villager-2/day10 hearts10 hearts for display, 2749 point practical capDecay stops when the meter is full.
Marriage candidate before bouquet-2/day8 hearts8 hearts visible, can sit just below 9 before bouquetUse bouquet to unlock 9 and 10 hearts.
Marriage candidate after bouquet-10/day10 hearts10 heartsDating decay is steeper until the meter is full.
Spouse or roommate-20/dayNever14 heartsDecay continues even at 14 hearts.

The calculator estimates aggregate decay from missed-talk days. If you split gains and no-talk days across many weeks, recalculate after big heart changes.

Interaction point reference
InteractionFriendship changeInput fieldLimit or condition
Talk once in a day+20Days you will talk onceCounts once per villager per day; festivals also use +20 talking.
Two gifts in one week+10 bonusTwo-gift weekly bonusesApplied on Sunday morning after two gifts that week.
Item delivery quest+150Item delivery quests completedApplies to the requesting villager.
Flower Dance partner+250Other direct point changesEqual to one full heart.
Bulletin Board bundle set+500Other direct point changesNon-datable villagers met in person; two hearts.
Garbage can seen-25Other direct point changesException: Linus gains +5 instead.
Slingshot hit-30Other direct point changesEnter repeated hits as a custom negative adjustment.
Milestone and romance thresholds
MilestonePointsHeartsRelationship stateCalculator use
Bedroom access threshold5002Most villagersChoose 2-heart target.
Bouquet eligible threshold20008Marriage candidateChoose 8-heart target before bouquet.
Dating heart cap250010After bouquetChoose 10-heart target after checking bouquet.
Marriage proposal friendship250010Eligible marriage candidateFriendship condition only; pendant and farmhouse requirements are separate.
Spouse stardrop point312512.5Spouse or roommateChoose 12.5-heart target.
Spouse meter cap350014Spouse or roommateChoose 14-heart target.
Tip: Birthday math changes the whole plan. A normal loved gift on a birthday gives 640 points before Friendship 101, while the same loved gift on a normal day gives 80 points.

Gift someone your friend’s favorite item. The hearts fill. Success! Next time around, though, nothing happens. The hearts don’t budge. What happened? Did I mess up? Is the game broken? No, the game isn’t broken. It is just math disguised as friendship.

This is the biggest step forward in understanding Stardew Valley relationships. It means understanding transition from narrative to mechanics. The invisible numbers matter more than the visible hearts. The gap between each heart are large, especially if you’re on a deadline. “I’m almost there!” you say to yourself, but in fact, you might only be sitting at twenty points when the next heart take two-hundred-and-fifty. That’s where people go wrong. Hearts aren’t a continuous meter: they’re a series of locked doors. You open each door once you has the right number of points.

How to Gain Hearts Faster

Manually tracking this stuff isn’t fun (and it’s easy to mess up). Instead, after plugging in what you plan to do and where you currently stand, the calculator takes care of math for you. You’ll be able to instantly visualize how much talking or gift-giving will close the gap. You don’t have to guess at conversion factors and other coefficients. You simply need to understand that certain things act as a multiplier, like a special event such as a birthday. A birthday doesn’t require any memorization. You only need to know: When I’m running out of time, a birthday comes in handy.

Only villager favorites matter (at least as far as quality goes). If an item is neutrally received, then its quality doesn’t matter. You’ll waste your time. And inventory space. The game doesn’t recognize effort that doesn’t match personal taste. That’s a hard lesson for gamers who believe “better” equals more points. Nope. Points only go to items that is in line with the villager’s taste. Sometimes a beloved item is better received than something expensive or fancy. For example, a gold-plated pumpkin might have lower value to a person who hates pumpkins but adores apples. A plain old apple could be more valuable. The calculator lets you play around with this, so you can see how points will shake out based off quality vs. Taste.

The Friendship Points will decay if you don’t interact with them. At the beginning it’s slow. Once you’re dating, then it picks up speed. How fast it decays depend on whether you’re married or not. If you are friends, they’ll lose a bit every day. If you’re a couple, they’ll lose more. So it’s easier to get started (start a new romance) than to maintain it (stay in a marriage). In fact, you’d be better off getting a divorce, because you have to work so hard just to keep things the way they are. And that’s where this tool comes in: It factors in the lost days. So if you want to take a vacation or have a busy season, no problem! It’ll tell you what buffer you should of built up before stopping.

A few things change how the game is played when you hit certain milestones. Two hearts will unlock your bedroom. Eight hearts let you give a bouquet. Giving a bouquet lets you unlock last hearts and changes how fast they goes away. This isn’t just cosmetic; it shifts the underlying math. The calculator adjusts for these phases. It understands that neighbors cost more and have different limits than spouses. Just tell it where you’re at.

It’s not about maxing out as many hearts as possible. It’s about knowing what every heart costs. Some relationships want gifts that is expensive. Others like common things; they don’t need much from you. Knowing this lets you make plans. Plan how you spend your time. Decide which relationship get your attention (and when). Stop guessing. Start optimizing. Your friends’ hearts will fill up faster. And the math won’t feel so mysterious anymore. It becomes a tool. A way to play the game instead of fighting it. Eventually, the numbers become background noise and all that remains is the friends you’ve built.

Stardew Valley Friendship Points Calculator

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