CURRENT 1.0 RAID RULES
Scrap Mechanic Raid Calculator
Enter the crops in one planting cluster and the players counted by the raid to calculate the exact 1.0 raid level, bot budget, opening pool, and weighted enemy forecast.
Planting cluster
Count only crops grouped into the same raid-triggering planting cluster.
Multiplayer scaling
The bot budget gains 50% of the level minimum per extra player and reaches its ×2 cap at three players.
Current timing and area rules
1.0.0.867Countdown
60 secA positive crop value starts a 60-second countdown immediately.
Early reset window
10 secAdding a crop during the first 10 seconds resets the countdown to 60 seconds.
Opening group
12 secThe opening group begins dropping 12 seconds after the attack phase starts.
Raid radius
96 unitsThe raid manager uses a 96-unit radius when associating the raid area.
Planting cluster
10 unitsPlanting locations within 10 game units are merged into one cluster.
Group lock
Group lockRemoving crops can recalculate the raid before groups are generated. After generation, the selected groups stay locked; new crops are ignored while spawning or cooling down.
Raid result
No active raidNo active raid
A cluster with no crops has no raid. In 1.0, even one crop with a positive raid value starts the countdown.
What this calculator determines exactly
Crop value, raid level, level fraction, multiplayer modifier, bot budget, eligible groups, weighted probabilities, expected counts, and per-enemy possible ranges follow the current 1.0 rules.
Why the final bot list is a forecast
The game draws weighted groups repeatedly until none are affordable. Its runtime random sequence is not stored in the released data, so no website can know the one composition your session will roll in advance.
Not predicted
Spawn direction, exact spawn points, pathfinding, and terrain reachability depend on the live world and navigation state. They are intentionally outside this calculator.
1.0 RAID FIELD GUIDE
How Scrap Mechanic 1.0 crop raids are calculated
The 1.0 raid system is not the old “safe crop count” formula. Current scripts calculate crop value, a discrete raid level, a within-level budget, multiplayer scaling, and then a random sequence of weighted enemy groups.
Any positive crop value starts the current countdown
The current raid manager activates a planting cluster when its crop value is greater than zero and starts a 60-second countdown. That means even one positive-value crop can begin raid timing in 1.0; pre-1.0 advice about a universally safe number of crops should not be applied unchanged.
Planting positions within 10 game units merge into one cluster. The manager associates the raid area with a 96-unit radius, so separating beds visually does not necessarily create separate calculations.
Crop value chooses a level; progress inside the level chooses budget
The released level thresholds are 1, 50, 100, 550, 1,000, and 5,500, with Super Raid using the strict condition value > 10,000. Exactly 10,000 remains level 6; 10,001 crosses into level 7. This strict boundary is easy to miss when reading a simplified threshold table.
Within the active band, the crop value is interpolated between that level’s minimum and maximum bot budget. The calculator applies all 10 current crop values rather than treating every planted item as one equal point.
Player count changes budget, not the crop level
Each additional counted player adds 50% of the level’s minimum budget. The modifier is capped at ×2, so it reaches its maximum at three players. Adding a fourth player does not raise this specific modifier further.
After the opening group, the game repeatedly chooses from affordable weighted groups and subtracts their cost. The current catalog contains 59 opening and budget groups across 9 public enemy identities.
Why the level can be exact while the bot list is a forecast
Crop value, level, budget, affordable groups, selection probabilities, expected enemy counts, and mathematical per-enemy ranges can be derived from released rules. The final group sequence depends on runtime random choices, so two raids with the same crops and players can produce different valid compositions.
Spawn direction, exact positions, navigation paths, and terrain reachability depend on the live world. The calculator keeps those outcomes outside its promise instead of turning unknown runtime state into false precision.
- Removing crops can recalculate the raid before enemy groups are generated.
- Once groups are generated, the composition remains locked.
- Crops added while the raid is spawning or cooling down are ignored by the current lock.
Research the farm and progression around a raid
Values, thresholds, timing, radii, budget rules, and group weights were reconstructed from the released 1.0.0.867 scripts; no live-session RNG or pathing result is claimed.