What triggers Farmbot raids?
Crop raid value from planted tiles — especially high-value crops. Consecutive planting without pause escalates waves. See Raid system above.
Scrap Mechanic farmbots database: raid triggers, Totebot Haybot Tapebot behaviors, loot drops, combat tips, and defense counters for nightly Survival raids.
Base tour and Farmbot night raid — Totebot, Haybot, and Tapebot behavior plus field defense in Survival mode.
~8 min read
Scrap Mechanic farmbots are rogue agricultural robots — Totebot, Haybot, Tapebot, and the massive Farmbot boss — that patrol fields, warehouses, and roads. This database covers spawn behavior, loot, weak points, and raid counters for Survival mode. Verified July 27, 2026 · Axolot Games · Steam.
| Robot | Role | Threat | Primary drop |
|---|---|---|---|
| Melee scout · whip | Low–medium | Components · circuits | |
| Pitchfork melee · reach | Medium | Scrap metal · kits | |
| Tape projectile · ranged | Medium–high | Glue · boards · kits | |
| Boss · charge · block break | Extreme | Bulk kits · rare parts |
In Survival, farming is not passive — planting crops adds raid value to your field. When totals cross thresholds, the game warns "UNAUTHORIZED FARMING DETECTED!" and sends Scrap Mechanic farmbots at night. Waves mix Totebots, Haybots, and Tapebots; high-value farms eventually attract Farmbot bosses that charge through walls.

| Raid factor | Effect | Player response |
|---|---|---|
| Crop raid value | More tiles & high-tier crops = stronger waves | Expand slowly; mini-farm cells |
| Consecutive planting days | Escalates intensity if you never pause | Fallow days reset pressure (partial) |
| Co-op players | Shared farm value on one world | Coordinate defense blueprints |
| Time of day | Night raids on fields; daytime patrols elsewhere | Finish harvest before dusk |
| Biome / POI | Warehouses spawn Tapebots independent of farms | Bring spud guns before loot runs |
Split crops across 64×64 cells or separate plots so raid value does not spike from one giant field. The farming guide covers water, fertilizer, and harvest timing — this page covers what arrives when value climbs.
Road Totebots and warehouse Tapebots exist outside farm raids. Do not confuse random patrols with raid scaling — both hurt, but only farm value triggers the nightly alarm siren.
Totebot is the most common Scrap Mechanic farmbot — green-headed, fast on foot, low health, melee-focused. You meet them on roads, scrapyards, and as the opening wave of farm raids. They teach spud gun leading and sledgehammer timing without punishing mistakes as hard as Haybots.
| Stat / trait | Rating | Notes |
|---|---|---|
| Health | Low | One–two spud shots early game |
| Damage | Low | Chip damage in swarms |
| Attack | Melee whip | Close range only |
| Speed | Medium | Catches idle farmers |
| Spawn | Raids · roads · ruins | First contact for many players |
Totebots path toward crops and players in straight lines. They cluster — perfect for shotgun spud rounds or sledgehammer swings. In co-op, use them to farm Component Kits safely before Tapebots appear.
Chapter 2 adds Blue, Yellow, and Red Totebot variants with tweaked stats and drops. Treat them as upgraded scouts — same priority, higher health. See chapter 2 for new spawn locations.
Kite backward while reloading spud ammo; Totebots cannot interrupt reload if you keep distance. Mounted spudguns on a raised platform clear swarms without repair costs.
Haybot mid-tier Scrap Mechanic farmbots wield pitchforks with longer reach than Totebots. They appear in mid-level raid waves and guard agricultural POIs. Haybots soak more damage and punish players who panic-dodge into corners.
| Stat / trait | Rating | Notes |
|---|---|---|
| Health | Medium | Needs sustained spud fire or explosives |
| Damage | Medium | Fork thrust + swing |
| Attack range | Long melee | Hits over low walls |
| Speed | Medium–slow | Outrun with vehicles |
| Drop focus | Scrap metal | Good refinebot fodder |
Haybots wind up thrust attacks — sidestep and counter with sledgehammer stagger. They do not shoot; use verticality (lift platforms, hay bale towers) to stay out of fork range while firing downward.
Haybots arrive after Totebot scouts in escalating nights. If Haybots reach your soil bags, they destroy tiles — prioritize them once Tapebots are dead (unless a Haybot is already on your crops).
Tapebot Scrap Mechanic farmbots fire adhesive tape projectiles — the first serious ranged threat in raids and warehouses. Red-head explosive Tapebot variants appear in POIs; treat any red optical sensor as cover mandatory.

| Variant | Attack | Counter |
|---|---|---|
| Tape shots · sustained DPS | Cover · corner peek · turret | |
| Red Tapebot | Explosive tape · AoE | Range · bait · explosives trade |
| Warehouse spawn | Elevated positions | Smoke + rush or mounted gun |
Tapebots stop at range and shoot — unlike melee bots. Always delete Tapebots first in mixed waves. Use vehicles as mobile cover, or ring fields with metal walls with peek holes for spud guns.
Warehouses stack multiple Tapebots on catwalks. The warehouse guide pairs with this section — bring spare wheels, food, and mounted weapons before indoor clears.
Sensor-triggered mounted spudguns (see logic guide) outrange early Tapebots. Add timers so turrets fire in bursts and conserve ammo potatoes.
The Farmbot is the iconic large Scrap Mechanic farmbot boss — scythe arms, pesticide sprays, drill attachments, and enough health to shrug off early spud guns. It charges vehicles, breaks blocks, and appears when raid value peaks or at set POIs. Red Farmbot variants amplify damage and durability.

| Stat / trait | Rating | Notes |
|---|---|---|
| Health | Very high | Bring explosives + mounted guns |
| Damage | Extreme | One-shots lightly armored seats |
| Mobility | Charge attacks | Do not face-tank in open fields |
| Block break | Yes | Wood walls fail — use metal/concrete |
| Drops | Premium | Bulk Component Kits · rare parts |
Farmbots telegraph charges — dodge perpendicular with a vehicle or ditch. Scythe sweeps hit wide arcs; do not repair walls mid-fight unless you have spare metal. Pesticide clouds force reposition — upwind or elevated shots stay safe.
Solo: use hit-and-run vehicles with mounted spudguns and explosive potatoes. Co-op: one driver baits charges while others focus the body from rooftops. Revive downed partners before looting — Farmbots patrol during knockdown.
If raid value surprises you and walls are wood tier, sacrifice crops and flee rather than losing kits on the ground. Rebuild, tier Craftbot, return with crafting upgrades.
Destroying Scrap Mechanic farmbots feeds the crafting loop. Drops vary by robot tier and variant, but patterns hold across Survival — prioritize fights when you need kits, not when inventory is full.
| Robot | Common drops | Crafting use |
|---|---|---|
| Components · circuit boards · small scrap | Early tier upgrades | |
| Scrap metal · glue · kits (low) | Refinebot input · mid tiers | |
| Glue · circuit boards · kits | Logic parts · weapons | |
| Component Kits (bulk) · rare parts | High Craftbot tiers · explosives |
Use the sledgehammer to break destroyed bot husks for extra scrap. Vacuum collectors can auto-gather drops in automated kill boxes — advanced logic farms.
Warehouse clears and high raid nights beat road Totebot hunting. Run warehouses in co-op while one player maintains farm value at home for parallel income — map for POI locations.
Weapons in Scrap Mechanic center on Spud Gun variants, sledgehammer stagger, and vehicle-mounted guns. No RPG classes — gear checks are crafting checks.
| Weapon / tool | Best vs | Tip |
|---|---|---|
| Spud Gun | Totebot · Haybot | Lead shots on moving scouts |
| Shotgun Spud Gun | Swarm clusters | Close range only — ammo cost |
| Sledgehammer | Haybot · stunned Farmbot | Timing beats DPS early |
| Explosive potatoes | Farmbot · Red Tapebot | Save for boss phases |
| Mounted Spudgun | Raids · warehouses | Elevated firing lane required |
| Vehicle ram (heavy) | Totebot only | Risky vs Farmbot charges |
Potato crops fuel ammo — queue Cookbot and farm plots before burning explosives. Fries and advanced ammo recipes unlock with Craftbot tiers; see crafting guide.
Dressbot garments add damage reduction for melee raids. Not required for Totebots, valuable before first Farmbot night.
Place lights and paint markers on turret lines. Tapebots blend with warehouse shadows — brightness is a combat upgrade.
Killing Scrap Mechanic farmbots is half the solution — the other half is base layout. Defenses should protect crops first, then players, then vehicles.
Wood blocks fail against Farmbot charges; Metal Block 1+ and concrete buy time. Double-layer with gap so you can repair inner walls during raids.
Channel bots into a U-shaped corridor with mounted spudguns and explosive traps triggered by sensors. Test in Creative via mods before importing blueprints to Survival.
Mobile platforms with raised seat, outrigger wheels, and rear-facing gunner seat excel vs Haybots. Keep spare wheels in chest — Tapebots shred tires.
Driver/bait · turret gunner · field repair · crop salvager. Callouts when Farmbot audio cues start — charge wind-up is audible before impact.
Crop raid value from planted tiles — especially high-value crops. Consecutive planting without pause escalates waves. See Raid system above.
Yes — destroyed robots drop Component Kits, scrap metal, glue, and circuit boards used in crafting.
Co-op shares one farm progress pool; raid difficulty scales with combined crop value and player count. Split defense roles.
Tapebot (ranged) first, then Haybot, then Totebot. Save explosives for Farmbot bosses.
Warehouses, ruins, and some road POIs — not farm-value triggered. Bring cover for warehouse guide runs.
Metal walls, explosive potatoes, hit-and-run vehicle with mounted spudgun, and Tier 4+ gear. Flee if walls are still wood.
Yes — color Totebot variants, Minerbot, and flying bots in 1.0 content. See chapter 2.
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