Scrap Mechanic 1.0 Raid System

Scrap Mechanic 1.0 Raid System Explained: Crop Values & Levels

The recent Scrap Mechanic 1.0 update has completely changed the raid system in the game. If you played before this update, you’ll notice that raids are very difficult to predict now. Planting the same crops doesn’t always lead to the same enemies anymore.

I spent a while trying out various crop values and comparing them with the game’s new raid mechanics. One thing became clear pretty quickly. Crop value is only the starting point. The game now uses raid levels, a raid budget, and random enemy groups to build each attack. This means that two farms having the same crop value can still end up with different raids.

Check out this guide to learn the new system, crop values, raid levels, enemy unlocks and the hidden raid budget. By reading this guide you’ll know exactly what happens after night falls.

Crop Raid Values

Each crop adds a different amount to your raid value.

CropRaid Value
Potato1
Tomato1
Carrot2
Redbeet5
Banana15
Chili15
Blueberry50
Orange100
Broccoli500
Pineapple1000

Cotton and Pigment Flowers do not have any raid value, so you can plant as many as you like without triggering stronger raids.

Raid Levels in Scrap Mechanic 1.0

The game has divided raids into seven levels, with each level unlocking new kinds of enemies.

Raid LevelMinimum Crop ValueNew Enemy Types
10Haybot, Green Totebot
250Blue Totebot
3100Red Totebot, Green Tapebot, Yellow Tapebot
4550Yellow Totebot
51000Farmbot, Blue Tapebot
65500No new enemies
710001No new enemies

The raid system has a limit of 100,000 crop value; planting beyond this amount will have no effect on the difficulty of the raid.

Initial Raid Spawn Groups

A raid always has a predetermined enemy group before the raid budget is taken into consideration.

LevelGuaranteed Spawn
11 Haybot, 2 Green Totebots
23 Haybots, 2 Green Totebots
33 Haybots, 2 Green Totebots, 1 Blue Totebot
4One of three possible groups (equal chance)
51 Farmbot
61 Farmbot
73 Farmbots

Level 4 Possible Starting Groups

The game randomly selects one of these three groups:

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

All the groups have an equal opportunity of appearing.

Raid Budget Explained

After the guaranteed spawn, the game calculates a raid budget. Higher crop values create larger budgets, which means more enemy groups can spawn.

LevelMinimum BudgetMaximum Budget
1230
22050
375135
4125200
5300500
6500700
710005000

How the Budget Is Calculated

The calculation takes place in a number of steps.

Step 1: Calculate your progress toward the next raid level

The game checks how close your crop value is to the next level.

Example:

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

Your progress is:

25 ÷ 50 = 0.5

That means you are halfway to Level 2.

Step 2: Scale the budget

The game subtracts the minimum budget from the maximum budget.

For a Level 1 raid:

  • Maximum Budget = 30
  • Minimum Budget = 2

Difference:

30 − 2 = 28

Multiply that by your progress.

28 × 0.5 = 14

Step 3: Apply multiplayer scaling

Player count also changes the minimum budget.

PlayersMultiplier
11
21.5
3 or more2

Step 4: Calculate the final budget

The game adds the scaled value from Step 2 to:

Minimum Budget × Multiplayer Multiplier

Example:

  • Solo player
  • Level 1
  • Crop value 25

Final Budget:

14 + (2 × 1) = 16

How the Game Uses the Raid Budget

Once the budget is ready, the game begins buying enemy groups.

Each group has:

  • a cost
  • a weight

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

GroupCostWeightBots
1211 Green Totebot
24102 Green Totebots
351001 Haybot
491001 Haybot, 2 Green Totebots
5121002 Haybots, 1 Green Totebot

Level 2 Enemy Groups

GroupCostWeightBots
1711 Haybot, 1 Green Totebot
212101 Haybot, 1 Green Totebot, 1 Blue Totebot
317502 Haybots, 1 Green Totebot, 1 Blue Totebot
4191003 Haybots, 2 Green Totebots

Level 3 Enemy Groups

GroupCostWeightBots
1711 Haybot, 1 Green Totebot
212101 Haybot, 1 Green Totebot, 1 Blue Totebot
317502 Haybots, 1 Green Totebot, 1 Blue Totebot
4191003 Haybots, 2 Green Totebots
524501 Red Totebot, 1 Green Totebot
616501 Green Tapebot, 1 Yellow Tapebot, 1 Green Totebot

Level 4 Enemy Groups

GroupCostWeightBots
1711 Haybot, 1 Green Totebot
212101 Haybot, 1 Green Totebot, 1 Blue Totebot
317502 Haybots, 1 Green Totebot, 1 Blue Totebot
4191003 Haybots, 2 Green Totebots
519501 Red Totebot, 2 Green Totebots
619501 Yellow Totebot, 2 Green Totebots
716501 Green Tapebot, 1 Yellow Tapebot, 3 Green Totebots
819502 Green Tapebots, 1 Yellow Tapebot, 2 Green Totebots

Level 5, 6 and 7 Enemy Groups

These three raid levels share the same enemy pool.

GroupCostWeightBots
1711 Haybot, 1 Green Totebot
214102 Haybots, 2 Green Totebots
3211003 Haybots, 3 Green Totebots
4211003 Blue Totebots, 3 Green Totebots
5361002 Yellow Totebots, 3 Green Totebots
6361002 Red Totebots, 3 Green Totebots
7311003 Green Tapebots, 2 Yellow Tapebots, 3 Green Totebots
856802 Blue Tapebots, 3 Green Totebots
975601 Farmbot

How the Raid Meter Works

The in-game raid indicator has four bars.

  • First bar: 0–100
  • Second bar: 100–1,000
  • Third bar: 1,000–10,000
  • Fourth bar: 10,000–100,000

Each milestone unlocks stronger raids.

Meter ProgressResult
Half of first barBots start arriving by airdrop
Full first barRed Totebots, Green Tapebots and Yellow Tapebots can appear
Halfway through second barYellow Totebots unlock
Full second barFarmbots and Blue Tapebots unlock

Crop Values That Unlock New Enemies

You only need to remember a few crop values if your goal is to predict which enemies can appear.

Crop ValueEnemy Unlock
50Blue Totebot
100Red Totebot
100Green Tapebot
100Yellow Tapebot
550Yellow Totebot
1000Farmbot
1000Blue Tapebot

Red Tapebots never spawn through the raid system.

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

The achievement for clearing a Level 5 raid requires at least 1,000 crop value. If you don’t meet the crop value requirement, Level 5 raid will not happen in the game.

Maximum Possible Farmbot Raid

The largest possible raid happens at the crop value cap.

In theory, planting 100 Pineapples reaches 100,000 crop value. The raid can start with 3 guaranteed Farmbots, and the remaining budget can add 93 more.

That puts the theoretical maximum at 96 Farmbots in a single raid. Although most players will never come across that many except during testing, but the game mechanics do allow it.

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