Guides / Survival

Scrap Mechanic Raid Levels - Crop Values, Budgets and Bots

Read all seven documented Scrap Mechanic raid levels, their crop-value thresholds, configured bot budgets, opening groups, eligible enemies, and multiplayer scaling.

Versioned contentThis file covers version 1.0.0.867

The live game release and this guide's checked boundary are deliberately separate. Read later patch notes before applying version-sensitive instructions to an important save.

Live game
1.0.5
Article version
1.0.0.867
Article updated
2026-09-08
Threat calibration

Seven raid bands at a glance

Read crop value from left to right; bot counts remain weighted after the opening group.

  1. Level011–49First warning
  2. Level0250–99Melee pressure
  3. Level03100–549Ranged units
  4. Level04550–999Mixed groups
  5. Level051,000–5,499Farmbot entry
  6. Level065,500–10,000Heavy budget
  7. Level0710,001+Super Raid

Scrap Mechanic 1.0 raid crop values

Planted cropRaid valueRaid-pressure effect
Cotton0Adds no raid pressure
Pigment Flower0Adds no raid pressure
Tomato1Adds 1 point while planted
Potato1Adds 1 point while planted
Carrot2Adds 2 points while planted
Redbeet5Adds 5 points while planted
Banana15Adds 15 points while planted
Chili15Adds 15 points while planted
Blueberry50Adds 50 points while planted
Orange100Adds 100 points while planted
Broccoli500Adds 500 points while planted
Pineapple1,000Adds 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 levelCrop value bandConfigured 1-player budgetOpening groupEligible reinforcement bots
Level 11–492–30Totebot, 1× HaybotTotebot, Haybot
Level 250–9920–50Totebot, 3× HaybotTotebot, Totebot Blue, Haybot
Level 3100–54975–135Totebot, 1× Totebot Blue, 3× HaybotTotebot, Totebot Blue, Totebot Red, Haybot, Tapebot Green, Tapebot Yellow
Level 4550–999125–200Option 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 RedTotebot, Totebot Blue, Totebot Red, Totebot Yellow, Haybot, Tapebot Green, Tapebot Yellow
Level 51,000–5,499300–500FarmbotTotebot, Totebot Blue, Totebot Red, Totebot Yellow, Haybot, Tapebot Green, Tapebot Yellow, Tapebot Blue, Farmbot
Level 65,500–10,000500–700FarmbotTotebot, Totebot Blue, Totebot Red, Totebot Yellow, Haybot, Tapebot Green, Tapebot Yellow, Tapebot Blue, Farmbot
Level 7 / Super Raid10,001+1,000–5,000FarmbotTotebot, 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

PlayersMinimum-budget multiplierEffect
11.00×Base minimum-budget term
21.50×+50% of the level minimum
32.00×2× 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.