습격

스크랩 메카닉 습격을 멈추거나 끄는 방법

/stopraid와 /disableraids는 개발자 모드가 필요합니다. 명령어 없이 가려면 작물 가치가 유일한 지렛대입니다.

농사와 습격업데이트 2026-08-12

The two commands, and the catch

Survival has two chat commands for raids:

  • /stopraid cancels every raid in the world. Bots that were already sent are removed, and the raids tracked around your crops are cleared.
  • /disableraids true stops new raids from being created. Set it back to /disableraids false to turn them on again.

The catch is that both live behind developer mode. A normal Survival session will not accept them. Developer commands are enabled with the -dev launch option, which you add through the game’s launch options in your Steam library before starting it.

Two more things are worth knowing before you rely on them. /disableraids is a session setting rather than something stored in your save, so it goes back to its default when you restart the game and you will need to set it again. And /stopraid only clears what exists right now. Plant a qualifying crop afterwards and the countdown starts over.

What each one actually does

/stopraid reaches every raid in the current world, destroys the bots attached to them and forgets the raid entirely. Your crops are not touched. It is the panic button for a wave you cannot hold.

/disableraids true works earlier in the chain. With it set, planting a crop no longer registers with the raid system at all, so no countdown ever begins. It does not remove a raid that has already been triggered, which is why the two commands are usually used together.

The red warning on your screen

When a raid locks on, the current version puts up a red alert reading “LICENSE BREACH DETECTED”. That is the countdown starting, not the bots arriving.

Older guides and videos call this warning “Unauthorized farming detected”. Both strings still ship with the game in all eleven languages, but the farming one is no longer the text the raid warning raises, so searching for it will not match what is on your screen. Treat the two as the same event: your crops crossed zero value, and the 60-second clock described under harvesting below is already running.

Playing without commands at all

Developer mode is not what most of this question is about. A farm that does not get flattened is a crop value problem, and it has real answers.

The rule underneath everything: raid level is decided by the total value of your crops, and only ten crops count. Tomato and Potato are worth 1 each, Carrot 2, Redbeet 5, Banana and Chili 15, Blueberry 50, Orange 100, Broccoli 500 and Pineapple 1,000.

Three levers follow from that.

Lever one: harvest before the wave is decided

Once a farm goes above zero value, a 60-second countdown starts and the first bots land 12 seconds after it ends. Inside that window, timing changes what you can do.

Pull crops before the game generates the bot groups and the value is recalculated from what is left. Drop below a threshold and the raid drops a level with you. Clear every crop in the area and the raid is called off completely.

After the groups are generated, the wave is locked. Harvesting at that point still saves the crops, but it does not change what is coming or how much of it there is.

The practical version: plant in deliberate batches, watch the value, and if you overshoot, harvest immediately rather than after you have finished admiring the field.

The 10-second reset is not a delay tactic

Planting another qualifying crop within the first 10 seconds of a countdown resets it to a full 60. That sounds like a way to stall forever, and it is not. The window only exists at the start, so once you are past it, more planting does nothing but raise the value you are about to be judged on.

Lever two: grow the right crops

Value per plant varies by a factor of a thousand, which makes crop choice the strongest tool you have.

A field of 200 Tomatoes is worth 200 points and sits at level 3. Swap those for 200 Pineapples and you are at 200,000, far past the level 7 threshold of 10,001, with the maximum budget the game will spend. Same field, same effort, a completely different night.

If you want food and quiet, grow the cheap crops. If you want Pineapple Crates for the Trader Hideout, accept that you are running a level 7 farm and build for it.

Keep the valuable field somewhere else

Raids land on the geometric middle of the crops that triggered them, and crops within 10 units of an existing cluster are treated as one planting. Put your Pineapples far enough from your base and the bots go to the Pineapples, not to your workshop.

That layout holds up into the late game: a decoy field out in the open, defences built around it, and the base itself growing nothing that counts.

Lever three: plant nothing that counts

Cotton and Pigment Flowers are not on the crop value list. Neither is anything else you might have in a Growbed for crafting rather than for food. A base that only grows those never triggers a raid, no matter how large it gets.

The advantage of this arrangement is that it needs no upkeep. Keep the crafting plants at home, keep the scoring crops in a field you are willing to defend, and use the raid calculator to check the field’s total before you commit to it. The calculator uses the same crop values and thresholds listed here, so what it shows you is what the game will do.

If none of that appeals and you still want the wave to be survivable rather than absent, the farm defense guide covers what actually turns up at each level and how to build for it.

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