Zum Inhalt
SCRAPMECHWIKI · 1.0 Datenbank
Guides

Raids

Scrap Mechanic 1.0 Raid-Guide: Feldfrüchte, Stufen und Zeitablauf

Berechne den aktuellen Raid-Druck aus dem Feldfruchtwert, verstehe alle Schwellen und trenne das planbare Budget von der zufälligen Gegnerwelle.

Aktualisiert 2026-07-26

Raid pressure starts with crop value, not crop count

01

The current 1.0 logic assigns different values to crops. Tomato and Potato count as 1 point each; Carrot 2; Redbeet 5; Banana and Chili 15; Blueberry 50; Orange 100; Broccoli 500; and Pineapple 1,000. Ten Pineapples therefore create far more pressure than ten Tomatoes even though the planted count is identical.

Add the value of every qualifying crop inside the evaluated area to get the farm value. Any positive total can start the raid countdown. A visually small late-game plot can cross several difficulty bands, so count-based advice is unreliable.

Fast mental conversions

One Pineapple equals two Broccoli, ten Oranges, twenty Blueberries, or one thousand Tomatoes in the value calculation. These conversions make it easier to test whether a harvest change will cross a threshold without recounting the entire farm.

The exact level thresholds—and the 10,000-point trap

02

The documented thresholds begin at 1, 50, 100, 550, 1,000, and 5,500 crop-value points. The Super tier uses a strict greater-than comparison at 10,000. That means exactly 10,000 remains at level 6, while 10,001 enters level 7.

Boundary wording matters. A calculator that uses “greater than or equal to 10,000” changes the result for one exact farm state. When testing a threshold, calculate the raw integer total and show it beside the level instead of displaying only a rounded label.

  • Level 1 begins at 1 point.
  • Later boundaries begin at 50, 100, 550, 1,000, and 5,500 points.
  • Exactly 10,000 is still level 6.
  • Super level 7 begins at 10,001 points.

Budget bands describe scale, not an exact wave

03

The seven budget bands are 2–30, 20–50, 75–135, 125–200, 300–500, 500–700, and 1,000–5,000. The selected point within the band uses a fractional value and the current player modifier before rounding upward. The game then builds groups through weighted selection from the available enemy data.

This is why two raids with the same crops and player count can differ. The farm determines the eligible level and budget range; weighted random group selection, spawn placement, pathfinding, and live simulation determine the realized encounter. A defensible raid calculator reports the band and uncertainty instead of promising an exact bot roster.

Multiplayer scaling reaches its cap at three players

04

The player modifier follows min(1 + (players − 1) × 0.5, 2). One player uses 1.0, two use 1.5, and three or more use the 2.0 cap. Adding a fourth player does not raise this modifier beyond two.

The modifier affects the point selected inside the budget formula; it does not simply double every enemy count. Group composition still depends on weighted selections and the costs associated with those groups. Use the multiplayer result as increased encounter capacity, not as a literal duplication of the solo wave.

What to record during a multiplayer test

Record the crop value when the countdown begins, the number of participating players recognized by the session, the displayed level, and the actual spawned groups. Without all four, a different wave cannot be attributed confidently to multiplayer scaling.

Current timing rules change how you manage the field

05

A positive crop value starts a 60-second countdown. The first qualifying crop addition within the opening 10 seconds can reset that countdown, and the opening drop occurs 12 seconds later. Crop removal can trigger recalculation before enemy groups are generated; after groups are locked, removing crops does not rewrite the chosen raid. New crops are ignored while spawning or during cooldown.

The practical strategy is to finish planting as a deliberate batch, observe the recalculated value, and make any threshold-reducing harvest before group generation. Do not rely on last-second planting to create a predictable delay, and do not expect a harvest after lock-in to erase an already selected encounter.

  • Use crop value to plan the threshold before planting.
  • Treat the 60-second sequence as immediate operational pressure.
  • Make corrective removals before group generation.
  • Design defenses for a range of enemies, not one promised composition.