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Scrap Mechanic 1.0 Raid System Guide – Crop Values

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Last updated: September 29, 2026 11:01 pm
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Contents
  • Crop Raid Values
  • Raid Levels in Scrap Mechanic 1.0
  • Initial Raid Spawn Groups
  • Level 4 Possible Starting Groups
  • Raid Budget Explained
  • How the Budget Is Calculated
  • How the Game Uses the Raid Budget
  • Level 1 Enemy Groups
  • Level 2 Enemy Groups
  • Level 3 Enemy Groups
  • Level 4 Enemy Groups
  • Level 5, 6 and 7 Enemy Groups
  • How the Raid Meter Works
  • Crop Values That Unlock New Enemies
  • Level 5 Raid Achievement Requirement
  • Maximum Possible Farmbot Raid

The Scrap Mechanic 1.0 update revolutionized how raids play out, shaking up the once predictable waves of attackers descending on your farm. No longer does planting the same crops guarantee the same enemy sets, making preparation for nightfall much more strategic and nerve-wracking.

Raid difficulty now hinges on a flexible raft of factors beyond simple crop value: a layered raid level system, a fluctuating raid budget, and randomized enemy groups all intertwine to craft each assault. Even farms with identical crop values can face wildly different raids.

To master this complexity, it helps to grasp crop contributions, tiered raid levels, enemy unlock conditions, and the mysterious raid budget mechanics that decide how ominous your night becomes.

Crop Raid Values

Every crop you cultivate contributes a specific raid value that counts towards how intense the raid will be.

Here are the crop values assigning weight to your farm’s raid profile:

  • Potato: 1
  • Tomato: 1
  • Carrot: 2
  • Redbeet: 5
  • Banana: 15
  • Chili: 15
  • Blueberry: 50
  • Orange: 100
  • Broccoli: 500
  • Pineapple: 1000

It’s key to know that Cotton and Pigment Flowers carry no raid value, so they can be grown in abundance without escalating raid threats.

Raid Levels in Scrap Mechanic 1.0

Raids are stratified into seven levels, each unlocking progressively tougher and more diverse enemy types for your farm to fend off.

The thresholds and enemy unlocks for each raid level are:

  • Level 1 (0 crop value): Haybot, Green Totebot
  • Level 2 (50): Blue Totebot
  • Level 3 (100): Red Totebot, Green Tapebot, Yellow Tapebot
  • Level 4 (550): Yellow Totebot
  • Level 5 (1000): Farmbot, Blue Tapebot
  • Level 6 (5500): No new enemies
  • Level 7 (10001): No new enemies

Keep in mind that the raid system caps at a total of 100,000 crop value, so planting beyond this point won’t ramp up the challenge further.

Initial Raid Spawn Groups

Regardless of calculated budgets, each raid starts with a guaranteed enemy group that sets the initial pressure on your farm defenses.

Guaranteed spawns per raid level are:

  • Level 1: 1 Haybot, 2 Green Totebots
  • Level 2: 3 Haybots, 2 Green Totebots
  • Level 3: 3 Haybots, 2 Green Totebots, 1 Blue Totebot
  • Level 4: One of three possible groups (equal chance)
  • Level 5: 1 Farmbot
  • Level 6: 1 Farmbot
  • Level 7: 3 Farmbots

Level 4 Possible Starting Groups

At Level 4, the starting raid group is randomly chosen from three sets to keep players on their toes:

Group 1

  • 2 Haybots
  • 1 Blue Totebot
  • 1 Green Tapebot
  • 1 Yellow Tapebot

Group 2

  • 2 Haybots
  • 2 Green Totebots
  • 1 Blue Totebot
  • 1 Green Tapebot

Group 3

  • 2 Green Totebots
  • 1 Red Totebot
  • 2 Haybots
  • 2 Green Totebots
  • 1 Blue Totebot
  • 1 Green Tapebot

Group 3

  • 2 Green Totebots
  • 1 Red Totebot

Each group holds equal probability, so unexpected combinations become part of the challenge.

Raid Budget Explained

The raid budget is a dynamic value calculated after guaranteed enemies spawn, dictating how many additional enemy groups appear based on your crop value.

The minimum and maximum budgets associated with each raid level are:

  • Level 1: 2–30
  • Level 2: 20–50
  • Level 3: 75–135
  • Level 4: 125–200
  • Level 5: 300–500
  • Level 6: 500–700
  • Level 7: 1000–5000

How the Budget Is Calculated

Understanding the steps behind the raid budget calculation demystifies why some nights feel fiercer than others.

Step 1: Calculate your progress toward the next raid level

The game measures how far your current crop value is between your current and the next level’s minimum value.

For example:

  • Level 1 begins at 0
  • Level 2 begins at 50
  • Your crop value is 25
  • Level 1 starts at 0
  • Level 2 starts at 50
  • Your crop value is 25

Your progress fraction is:

25 ÷ 50 = 0.5

This means you’re halfway toward hitting Level 2.

Step 2: Scale the budget

The difference between the maximum and minimum budget defines the scaling range.

For Level 1:

  • Max Budget = 30
  • Min Budget = 2
  • Maximum Budget = 30
  • Minimum Budget = 2

Difference:

30 − 2 = 28

Multiply this by your progress:

28 × 0.5 = 14

Step 3: Apply multiplayer scaling

The budget adjusts depending on how many players are defending the farm:

  • 1 player: multiplier 1
  • 2 players: multiplier 1.5
  • 3+ players: multiplier 2

Step 4: Calculate the final budget

Add the scaled progress value to the minimum budget multiplied by the multiplayer factor.

Example for a solo player at Level 1 with 25 crop value:

  • Scaled progress: 14
  • Min budget × multiplier: 2 × 1 = 2

Minimum Budget × Multiplayer Multiplier

Final budget:

14 + 2 = 16

  • Solo player
  • Level 1
  • Crop value 25

Final Budget:

14 + (2 × 1) = 16

How the Game Uses the Raid Budget

The game spends this raid budget on additional enemy groups, choosing only those whose cost fits within the available budget until it’s exhausted.

Each enemy group features two key values: cost and weight. Cost subtracts from your budget, while weight influences how often the group is selected.

This selection repeats until the remaining budget is too small for any more groups to appear, meaning raid size can vary widely even at the same level.

The game will only select groups that stay within the budget.

After selecting one group, it subtracts the cost and repeats the process until the remaining budget is too small to buy another group.

Groups with higher weights appear much more often than groups with low weights.

Level 1 Enemy Groups

Level 1 groups, their costs, weights, and bot composition are:

  • Group 1: Cost 2, Weight 1, 1 Green Totebot
  • Group 2: Cost 4, Weight 10, 2 Green Totebots
  • Group 3: Cost 5, Weight 100, 1 Haybot
  • Group 4: Cost 9, Weight 100, 1 Haybot + 2 Green Totebots
  • Group 5: Cost 12, Weight 100, 2 Haybots + 1 Green Totebot

Level 2 Enemy Groups

At Level 2, enemy groups become tougher:

  • Group 1: Cost 7, Weight 1, 1 Haybot + 1 Green Totebot
  • Group 2: Cost 12, Weight 10, 1 Haybot + 1 Green Totebot + 1 Blue Totebot
  • Group 3: Cost 17, Weight 50, 2 Haybots + 1 Green Totebot + 1 Blue Totebot
  • Group 4: Cost 19, Weight 100, 3 Haybots + 2 Green Totebots

Level 3 Enemy Groups

Introducing more complexity, Level 3 groups include:

  • Group 1: Cost 7, Weight 1, 1 Haybot + 1 Green Totebot
  • Group 2: Cost 12, Weight 10, 1 Haybot + 1 Green Totebot + 1 Blue Totebot
  • Group 3: Cost 17, Weight 50, 2 Haybots + 1 Green Totebot + 1 Blue Totebot
  • Group 4: Cost 19, Weight 100, 3 Haybots + 2 Green Totebots
  • Group 5: Cost 24, Weight 50, 1 Red Totebot + 1 Green Totebot
  • Group 6: Cost 16, Weight 50, 1 Green Tapebot + 1 Yellow Tapebot + 1 Green Totebot

Level 4 Enemy Groups

Level 4 introduces further diversity:

  • Group 1: Cost 7, Weight 1, 1 Haybot + 1 Green Totebot
  • Group 2: Cost 12, Weight 10, 1 Haybot + 1 Green Totebot + 1 Blue Totebot
  • Group 3: Cost 17, Weight 50, 2 Haybots + 1 Green Totebot + 1 Blue Totebot
  • Group 4: Cost 19, Weight 100, 3 Haybots + 2 Green Totebots
  • Group 5: Cost 19, Weight 50, 1 Red Totebot + 2 Green Totebots
  • Group 6: Cost 19, Weight 50, 1 Yellow Totebot + 2 Green Totebots
  • Group 7: Cost 16, Weight 50, 1 Green Tapebot + 1 Yellow Tapebot + 3 Green Totebots
  • Group 8: Cost 19, Weight 50, 2 Green Tapebots + 1 Yellow Tapebot + 2 Green Totebots

Level 5, 6 and 7 Enemy Groups

Levels 5 through 7 share the same advanced enemy pools, featuring stronger and more numerous attackers:

  • Group 1: Cost 7, Weight 1, 1 Haybot + 1 Green Totebot
  • Group 2: Cost 14, Weight 10, 2 Haybots + 2 Green Totebots
  • Group 3: Cost 21, Weight 100, 3 Haybots + 3 Green Totebots
  • Group 4: Cost 21, Weight 100, 3 Blue Totebots + 3 Green Totebots
  • Group 5: Cost 36, Weight 100, 2 Yellow Totebots + 3 Green Totebots
  • Group 6: Cost 36, Weight 100, 2 Red Totebots + 3 Green Totebots
  • Group 7: Cost 31, Weight 100, 3 Green Tapebots + 2 Yellow Tapebots + 3 Green Totebots
  • Group 8: Cost 56, Weight 80, 2 Blue Tapebots + 3 Green Totebots
  • Group 9: Cost 75, Weight 60, 1 Farmbot
Group Cost Weight Bots
1 7 1 1 Haybot, 1 Green Totebot
2 14 10 2 Haybots, 2 Green Totebots
3 21 100 3 Haybots, 3 Green Totebots
4 21 100 3 Blue Totebots, 3 Green Totebots
5 36 100 2 Yellow Totebots, 3 Green Totebots
6 36 100 2 Red Totebots, 3 Green Totebots
7 31 100 3 Green Tapebots, 2 Yellow Tapebots, 3 Green Totebots
8 56 80 2 Blue Tapebots, 3 Green Totebots
9 75 60 1 Farmbot

How the Raid Meter Works

In-game, the raid meter visually tracks your raid’s threat level with four distinct bars showing progress thresholds:

  • Bar 1: 0–100
  • Bar 2: 100–1,000
  • Bar 3: 1,000–10,000
  • Bar 4: 10,000–100,000
  • First bar: 0–100
  • Second bar: 100–1,000
  • Third bar: 1,000–10,000
  • Fourth bar: 10,000–100,000

Each milestone unlocks access to more formidable enemies, signaling increased danger as night progresses.

Significant raid meter effects include:

  • Halfway through the first bar triggers initial airdrops
  • Full first bar unlocks Red Totebots, Green Tapebots, and Yellow Tapebots
  • Halfway through second bar unlocks Yellow Totebots
  • Full second bar unlocks Farmbots and Blue Tapebots

Crop Values That Unlock New Enemies

Focus on these key crop value milestones to anticipate when new enemy types start appearing:

  • 50: Blue Totebot
  • 100: Red Totebot, Green Tapebot, Yellow Tapebot
  • 550: Yellow Totebot
  • 1000: Farmbot, Blue Tapebot

Note that Red Tapebots never spawn directly via the raid system, making them unique encounters.

The raid meter itself gives visual clues on these enemy unlocks, removing the need for manual calculations.

The in-game raid meter also shows these unlock points visually, so you do not have to calculate them yourself.

Level 5 Raid Achievement Requirement

To trigger the achievement for completing a Level 5 raid, you must have a minimum of 1,000 crop value. Without meeting this, Level 5 raids will not activate.

Maximum Possible Farmbot Raid

The theoretical maximum raid occurs when your crop value hits the upper cap.

Growing 100 Pineapples reaches the maximum 100,000 crop value, potentially spawning 3 guaranteed Farmbots initially, with budget left over to spawn up to 93 additional Farmbots.

This implies a maximum possible wave of 96 Farmbots can assault your farm simultaneously—a nightmare scenario for even seasoned players.

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