Seven raid bands at a glance
Read crop value from left to right; bot counts remain weighted after the opening group.
- Level011–49First warning
- Level0250–99Melee pressure
- Level03100–549Ranged units
- Level04550–999Mixed groups
- Level051,000–5,499Farmbot entry
- Level065,500–10,000Heavy budget
- Level0710,001+Super Raid
Scrap Mechanic 1.0 raid crop values
| Planted crop | Raid value | Raid-pressure effect |
|---|---|---|
| Cotton | 0 | Adds no raid pressure |
| Pigment Flower | 0 | Adds no raid pressure |
| Tomato | 1 | Adds 1 point while planted |
| Potato | 1 | Adds 1 point while planted |
| Carrot | 2 | Adds 2 points while planted |
| Redbeet | 5 | Adds 5 points while planted |
| Banana | 15 | Adds 15 points while planted |
| Chili | 15 | Adds 15 points while planted |
| Blueberry | 50 | Adds 50 points while planted |
| Orange | 100 | Adds 100 points while planted |
| Broccoli | 500 | Adds 500 points while planted |
| Pineapple | 1,000 | Adds 1,000 points while planted |
Cotton and Pigment Flower have a raid value of zero and cannot start a raid by themselves. Only planted crops count; harvested items and produce stored in containers do not add raid pressure.
Scrap Mechanic raid level table
| Raid level | Crop value band | Configured 1-player budget | Opening group | Eligible reinforcement bots |
|---|---|---|---|---|
| Level 1 | 1–49 | 2–30 | 2× Totebot, 1× Haybot | Totebot, Haybot |
| Level 2 | 50–99 | 20–50 | 2× Totebot, 3× Haybot | Totebot, Totebot Blue, Haybot |
| Level 3 | 100–549 | 75–135 | 2× Totebot, 1× Totebot Blue, 3× Haybot | Totebot, Totebot Blue, Totebot Red, Haybot, Tapebot Green, Tapebot Yellow |
| Level 4 | 550–999 | 125–200 | Option 1: 1× Totebot Blue, 2× Haybot, 1× Tapebot Green, 1× Tapebot Yellow / Option 2: 2× Totebot, 1× Totebot Blue, 2× Haybot, 1× Tapebot Green / Option 3: 2× Totebot, 1× Totebot Red | Totebot, Totebot Blue, Totebot Red, Totebot Yellow, Haybot, Tapebot Green, Tapebot Yellow |
| Level 5 | 1,000–5,499 | 300–500 | 1× Farmbot | Totebot, Totebot Blue, Totebot Red, Totebot Yellow, Haybot, Tapebot Green, Tapebot Yellow, Tapebot Blue, Farmbot |
| Level 6 | 5,500–10,000 | 500–700 | 1× Farmbot | Totebot, Totebot Blue, Totebot Red, Totebot Yellow, Haybot, Tapebot Green, Tapebot Yellow, Tapebot Blue, Farmbot |
| Level 7 / Super Raid | 10,001+ | 1,000–5,000 | 3× Farmbot | Totebot, Totebot Blue, Totebot Red, Totebot Yellow, Haybot, Tapebot Green, Tapebot Yellow, Tapebot Blue, Farmbot |
Level 1 starts at one positive crop-value point; zero means no active raid. Level 7 starts at 10,001, while raid-intensity interpolation stops increasing at 100,000. Opening groups are added before the weighted reinforcement budget is spent.
Multiplayer raid budget modifier
| Players | Minimum-budget multiplier | Effect |
|---|---|---|
| 1 | 1.00× | Base minimum-budget term |
| 2 | 1.50× | +50% of the level minimum |
| 3 | 2.00× | 2× cap reached |
| 4+ | 2.00× | No additional modifier increase |
The modifier applies to the level minimum term, not to the entire final budget.
How a Farm Enters a Raid Level
The checked 1.0 raid scripts total the configured value of player-planted crops inside one raid area. Cotton and Pigment Flower each contribute zero; every other listed crop contributes a positive value. A positive total creates the first raid band and starts a 60-second countdown, while a field containing only zero-value crops does not produce a Level 1 raid.
New qualifying crops planted during the opening 10-second window can reset the countdown. Later crops still change the tracked value, but they do not keep postponing the attack. Harvesting or destroying crops before groups are prepared recalculates the value, and removing every tracked crop cancels that raid record.
How the Raid Budget Becomes Bots
Each level defines a minimum and maximum reinforcement budget. The game interpolates between those values from the farm's position inside the current crop-value band, then applies the multiplayer modifier to the minimum term. In compact form: budget = ceil(level fraction × (maximum − minimum) + minimum × player modifier).
The opening group is created separately before the calculated budget is spent. The game repeatedly chooses an affordable weighted group, subtracts its cost, and continues until no eligible group fits. That is why farms with the same crop value can receive different reinforcement counts.
Does Multiplayer Multiply the Whole Raid Budget?
No. One player uses 1.00× of the level minimum term, two players use 1.50×, and three or more players use the 2.00× cap. The interpolated maximum-minus-minimum portion is not multiplied again for every player.
More mechanics can still change the practical difficulty because damage, repairs, and aggro can be divided across the team. The table describes the script calculation only, not how easy the defense will feel.
When Do Farmbots Start Spawning in Raids?
Level 5 is the first Farmbot boundary and starts at 1000 crop-value points. Levels 5 and 6 each begin with one Farmbot; Level 7 begins with three before weighted reinforcements are added. Move vehicles and exposed machines away from the crop perimeter before crossing that threshold.
Levels 3 and 4 introduce ranged pressure before Farmbots become guaranteed. Add overhead protection and a covered firing position instead of preparing only for Totebots and Haybots at the wall.
What Does the 100,000 Raid Value Cap Mean?
100000 is not another numbered raid level. Level 7 remains the maximum level, while 100000 is the ceiling used by the intensity interpolation. Crop value above that point does not increase the level fraction or the configured one-player maximum budget of 5000.
The exact enemy total still varies because the remaining budget is spent on weighted groups. Treat the maximum as a budget ceiling, not as a promise that one fixed army will appear.
Use the Table Without Treating It as a Spawn Promise
- Count planted crops in the same raid area; harvested food and stored produce do not count.
- Use the opening-group column for the guaranteed first pressure, then read eligible bots as possibilities rather than fixed quantities.
- Enter the actual mixed crop counts and player count in the Raid Calculator before expanding the field.
- Leave a protected repair route and a retreat path before crossing Level 5 or the Level 7 Super Raid boundary.
- Open the Scrap Mechanic Raid Calculator — Calculate exact crop value, budget, bot probabilities, and one possible drop timeline.
- Compare every crop value — Check crop roles and current calculator weights before planting.
