Incursioni

Livelli delle incursioni e valori delle colture in Scrap Mechanic

Tutte le soglie, i valori delle colture e le fasce di budget, con il modificatore multigiocatore e il conto alla rovescia di 60 secondi.

Coltivazioni e raidAggiornato 2026-08-12

What a crop is worth

A raid does not count plants. It adds up their value, and the ten crops that count are worth wildly different amounts:

Crop Value Crop Value
Tomato 1 Chili 15
Potato 1 Blueberry 50
Carrot 2 Orange 100
Redbeet 5 Broccoli 500
Banana 15 Pineapple 1,000

Anything not on that list contributes nothing. Cotton and Pigment Flowers both fall outside it, so either can go right next to your base without touching your raid level.

One Pineapple is worth a thousand Tomatoes, two Broccoli, ten Oranges or twenty Blueberries. Those conversions are worth memorising, because they let you check a threshold in your head instead of recounting a field.

The seven levels

Level 1 starts at any value above zero. The rest begin at the thresholds below, and each level carries its own budget band, which is the pool of points the game spends on bots.

Level Starts at Budget
1 1 2 to 30
2 50 20 to 50
3 100 75 to 135
4 550 125 to 200
5 1,000 300 to 500
6 5,500 500 to 700
7 10,001 1,000 to 5,000

The boundary at the top is worth reading twice. The threshold list ends at 10,000, and the comparison is strictly greater than, so a farm sitting at exactly 10,000 is still level 6. Level 7 begins at 10,001. One extra Tomato is the difference between a 500 to 700 budget and a 1,000 to 5,000 one.

The level 7 band also stretches much further than the others, because the fraction inside it is measured against a ceiling of 100,000 crop value rather than the next threshold. A farm at 10,001 sits at the bottom of that band. A farm at 100,000 sits at the top of it.

How the budget is actually picked

The budget is not a random number inside the band. It is worked out as the band’s width times how far into the level you are, plus the band’s minimum times the multiplayer modifier, rounded up.

Only the minimum gets multiplied, so each extra player adds a fixed amount: the band’s minimum times 0.5, regardless of how far into the level your farm sits. At level 5 that is 150 points per step, whether the farm is at 1,000 crop value or at 5,499.

A fixed addition is a bigger share of a smaller budget. At the bottom of level 5 a second player takes the budget from 300 to 450, half again as much. At the top of the same level it goes from 500 to 650, under a third more. The extra player matters most on a farm that has only just crossed a threshold.

Multiplayer scaling stops at three

The modifier is 1 plus 0.5 for each extra player, capped at 2:

Players Modifier
1 1.0
2 1.5
3 or more 2.0

A fourth, fifth or sixth player adds nothing. Three is where it caps, which is a useful thing to know before deciding how many people should be logged in when a countdown starts.

The clock, from planting to landing

The red alert reading “LICENSE BREACH DETECTED” is the countdown starting. Older guides call the same warning “Unauthorized farming detected”; both strings ship with the game, but that one is no longer what the raid warning displays. The guide on stopping raids covers the difference.

Once a qualifying crop puts the farm above zero, the sequence is fixed:

  • The countdown runs for 60 seconds.
  • A crop planted inside the first 10 seconds of that countdown resets it back to a full 60.
  • The first group of bots lands 12 seconds after the countdown ends.
  • Later groups follow at 2-second gaps by default.

The 10-second reset window only works at the very start of the countdown, so replanting will not hold a raid off indefinitely. Once you are past that window, the raid is coming.

Crop changes after that point behave differently depending on timing. Remove crops before the bot groups are generated and the value is recalculated, which can drop you to a lower level. Remove them after the groups are locked in and nothing changes; the wave that was chosen still arrives.

Where the bots land

The raid targets the geometric middle of your crops rather than the middle of your base. Every crop you add or remove shifts that point, so a long strip of plants pulls the landing zone along it.

Two distances shape the area. Crops within 10 units of an existing planting cluster are treated as part of the same cluster, and the raid area itself has a radius of 96. Splitting a farm into two patches only creates two separate raids if they are genuinely far apart.

Reading your own farm

The fastest way to use all of this is to total the crops you actually have, then look at which threshold you are under. The raid calculator does the totalling, shows the level and budget it produces, and works out the expected bot mix from the same figures listed here, so the two never disagree.

Three questions it answers quickly:

  • Am I about to cross a threshold? Add the crop you are considering and watch the level number.
  • What does an extra player cost me? Change the player count and compare the budgets.
  • Is this field worth the wave it brings? Compare a Pineapple field against the same value in Blueberries and see how differently they scale.

If the answer comes back worse than you wanted, the options are to harvest before the groups generate, to plant lower-value crops, or to build for the wave you are going to get. The farm defense guide covers the third one, and the guide on stopping raids covers the first two in more detail.

Guide correlate