Blue Lock Farm upgrades

Blue Lock Farm Upgrades

Blue Lock Farm upgrades spend observed Cash on Luck, crate cash, conveyor, open time, walk speed, and base size. Fill slots before the expensive nodes.

Luck, crate cash, conveyor luck, and open-time nodes.

~12 min read

At A Glance

Blue Lock Farm upgrades on Place 132767904294856 (Finding Illusions) spend Cash on luck, crate cash, conveyor luck, open time, walk speed, and base size. Every Cash figure on this page was spoken in a session. If a button label was not read aloud, the number stays unlabeled. There is no rebirth that resets the board. Verified October 2, 2026. Play on Roblox.

FactDetail
Place132767904294856 · 8-player servers · no soccer matches
CurrencyCash, from selling crates
Nodes named on screenLuck, crate cash, open time, base expansion, walk speed, conveyor, conveyor luck
Also calledOpen speed for open time. Movement for walk speed. Base size for base expansion
Starting multipliers1x luck and 1x cash, before those purchases
Spoken pricesLuck ~1,000 then ~100,000. Crate cash 25,000. Conveyor ~1,000 then ~100,000
Spoken, unlabeledA 500,000 figure beside the first luck click. Conveyor luck had a confirm prompt and no spoken price
Not priced hereOpen time, walk speed, base expansion
RebirthNone. Purchases stay
Sheet statusPlayer-observed. Not an official board

What nodes are on the Blue Lock Farm upgrade board?

One session listed the board out loud before any of it was purchased. Another session bought luck, conveyor luck, crate cash, and open time on camera. The jobs match. The labels do not always use the same words.

NodeOn-screen wordingWhat the session used it for
LuckLuck boostBetter locker results. Started at 1x
Crate cashCrate cash boostMore Cash from the sell loop. Exact per-ball versus crate-price split was not settled on screen
Conveyor luckConveyor luckA confirmed upgrade so the belt is luckier. Price not spoken on that click
ConveyorUpgrade our conveyorTwo purchases in the other session, 1,000 then 100,000 Cash
Open timeOpen time boostShorter locker waits. Also described in notes as open speed
Walk speedWalk speedFaster trips between belt, plot, and the sell point. Notes also say movement
Base sizeBase expansionMore slots. Floor 2 unlocked on this path

Luck and crate cash change different numbers

Before any paid boost, luck sat at 1x and cash sat at 1x. Luck is the locker roll. Crate cash is the sell. A player who bought the 25,000 Cash crate boost expected more money overall and was not sure whether each ball would pay more or the crate price would change. This page will not pick an answer the session did not pick. After you buy it, read the HUD.

A Luck Potion from a code is a temporary buff. It is not this node. Code rewards are on codes. Potion names are on potions.

Open time and walk speed are pace, not payout

Open time was on the opening board list, was purchased with the first upgrades in that session, and was purchased again in the other session after a locker that took about 37 seconds. Neither purchase stated a Cash price. The point of the button, in the player's words, was so the next open would not take as long.

Walk speed was named in the same board list and was bought in that first-upgrade stretch, again with no price spoken. It shortens the walk. It does not fill a slot and it does not raise the per-ball line by itself. If the button you are staring at says walk speed or movement, you are buying travel time.

Base expansion is how floor 2 showed up

Base expansion is the capacity node. In the session that listed it beside luck and open time, the plot was expanded later and floor 2 unlocked, which let more characters stand and kick. Empty new slots still earn nothing until a character is placed.

Public notes call this base size. The words on screen were base expansion. Treat them as one node until a patch splits them. Placement rules are on characters. What those filled slots do while you are away is on offline earnings.

Conveyor and conveyor luck may be two buttons

One session said "upgrade our conveyor" and paid about 1,000 Cash, then paid about 100,000 Cash to do it again. The other session said "upgrade our conveyor luck," liked the confirm prompt, and did not say a price. This page keeps both labels. Do not copy the 1,000 and 100,000 pair onto the conveyor-luck prompt unless that prompt prints those numbers.

Locker prices, including tags that use the same round numbers, stay on lockers.

Which Blue Lock Farm upgrade prices were observed?

Only prices a player said out loud are in the number column. A notes sheet has also paired conveyor luck with about 30,000 Cash. That 30,000 was a locker in the session that spoke it, so it is not repeated here as an upgrade price.

Buying a Luck upgrade on the Blue Lock Farm board
PurchaseSpoken CashWhat happened next
Luck, first tier~1,000Bought. The player called it a big price, then kept playing
Luck, later tier~100,000Read aloud and skipped. Called a huge jump
Crate cash boost25,000Saved for, then bought once selling looked realistic
Conveyor, first~1,000Bought after the plot was full, in the other session
Conveyor, second~100,000Bought immediately after the 1,000 conveyor step
Conveyor luckNot spokenConfirm prompt, then the purchase. Do not invent the Cash
Open timeNot spokenBought so later lockers would open sooner
Walk speedNot spokenNamed and purchased with the first upgrades. No figure
Base expansionNot spokenNamed on the board. Floor 2 followed an expansion, without a price
Unlabeled 500,000500,000 mentionedSpoken beside the first luck click. Noun not read. The lockers page records a skipped 500,000 tag in that early minute

The 1,000 luck click is the cheap tier

The upgrade hunt started with a direct question: is there a tree that gives better luck? The answer on screen was more luck, for about 1,000 Cash. That is the observed first tier. It is the number to expect when the board still looks like the opening shop, and it is still a number you must read, because a 1,000 Cash locker can pass in the same minute.

Right after that click, a 500,000 figure was spoken. The next things purchased were a 200 Cash locker and a 1,000 Cash locker. This page will not relabel 500,000 as luck, crate cash, or base size. It was mentioned. If a named node on your board actually says 500,000, that node is a late purchase. The lockers note treats the early 500,000 as a locker tag that was skipped. Both readings can be true of a busy HUD. The button text decides.

Crate cash was 25,000 when it was bought

The player said they wanted the crate cash boost for 25,000 Cash because it would mean more money overall, and they waited until that amount looked affordable without emptying the locker budget. The purchase itself landed just after the five-minute mark, with the boost named on the buy. That is the observed crate-cash price: 25,000 Cash, one tier, one session.

Do not scale it. Nobody said the second crate-cash tier, if one exists, costs another 25,000. Open the button and read it.

Leave slots earning

Matched by build plan, shared topics, and guide progression — not random related links.

What should I upgrade first in Blue Lock Farm?

Slots first. Then luck and open time. Crate cash when you are selling real volume. Expensive nodes after the plot can pay for them without going empty.

Upgrades panel showing Crate Cash Boost at 25,000 Cash
OrderBuyWhy this slot in line
1Characters on empty padsAn upgrade does not kick crates. A placed unit does
2Luck around 1,000, and open timeCheap luck changes the belt. Open time shortens the wait you already feel
3Crate cash at the printed price (25,000 in one session)Worth it once every trip to the sell point moves a pile of crates
4Base expansion when the current floor is fullFloor 2 adds pads. Those pads still need characters
5Later luck at 100,000, the 100,000 conveyor step, anything at 500,000Skipped or delayed in session until cheaper tags were no longer the bottleneck
Anytime the trip is the waitWalk speed, price unreadOnly after slots earn. No observed cost to quote

Fill the pads before you chase the tree

The session that found the board early still said the first job is filling the base, and that ranks and the expensive nodes can wait until you know which units are good. The same player kept buying 1,000 and 2,000 Cash lockers after seeing luck jump to 100,000. That jump was named and declined.

The other session filled the plot, then bought the conveyor for about 1,000 and again for about 100,000, and in that same stretch took luck, crate cash, open time, and walk speed. The plot was already earning when those buttons were pressed. Copy the "plot first" part. Do not copy the 100,000 conveyor step on an empty base just because it happened in the same minute as the cheap nodes.

A 1,000 Cash luck buy did happen before that first session's plot was full. It was the cheap tier. The safer habit is still an occupied pad, then that 1,000, if the button really says luck.

Crate cash wants volume

Crate cash multiplies a loop that has to exist. If you are selling one weak character's crates, 25,000 Cash is a locker budget. If the pads are full and every sell trip is worth taking, the same 25,000 raises the loop you already run. That is why the purchase was delayed until it "looked realistic," in the player's words.

Open time belongs earlier than crate cash when your problem is a long locker door rather than a thin sell. Walk speed belongs when you are the one wasting the wait, walking crates to the sell point. Base expansion belongs when you are deleting a character only because there is no pad, which is the moment floor 2 mattered.

Leave the large nodes for later

The 100,000 luck tier was a huge jump over 1,000 and was not the next click. The 100,000 conveyor step was paid in a different session only after a 1,000 conveyor step and a full plot. The 500,000 mention sat next to lockers the player could already afford and did not become the purchase.

There is no rebirth to wipe a mistaken expensive node, which makes the late tier more expensive, not less. Grade rolls compete for the same Cash once you have a keeper. Those rolls are on grade. The first loop, if you are still on the opening locker, is the beginner guide.

How do I tell an upgrade apart from a locker?

Round Cash numbers repeat. The noun on the control is the difference. A locker puts a character in your hands. An upgrade changes luck, crate cash, open time, walk speed, conveyor, or the size of the base.

AmountSeen as an upgradeAlso seen as
~1,000First luck tier. First conveyor stepA locker tag on the belt
~25,000Crate cash boostNot a locker band on the locker page
~30,000Not used as an upgrade price hereA locker that was purchased. A notes row once tied this number to conveyor luck. The click itself had no spoken price
~100,000Later luck tier. Second conveyor stepNot a starter purchase
~500,000Mentioned, unlabeledRecorded on the locker page as a skipped early tag

Confirm prompts exist so you do not misclick

Conveyor luck opened a confirm prompt. The player called that prompt out because other games let you upgrade by walking into the button. Read the prompt. If it says conveyor luck and a Cash number you can spare, accept it. If you only meant to buy the locker that is sliding past, cancel.

The same caution fits crate cash and the 100,000 luck tier. Both are easy to hit when you are standing in the shop animation. The 25,000 crate purchase was a deliberate save-up. The 100,000 luck line was a deliberate skip. Copy the pause, not just the number.

What this board does not do

It does not grade a character. Rank is the Plaza Ranking Stand on grade. It does not reroll a trait. That is a Trait Token on traits. It does not open the locker for you. You still buy the tag on lockers, wait out the open time you have or have not upgraded, and place the character.

Offline Cash still depends on who is standing on a pad when you leave. Walk speed does not keep earning after you disconnect. Base expansion only helps offline play if the new slots are filled. That checklist is on offline earnings.

Blue Lock Farm upgrades FAQ

What upgrades exist in Blue Lock Farm?

Sessions named luck, crate cash, open time, base expansion, and walk speed. One session also upgraded the conveyor for Cash. Another upgraded conveyor luck from a confirm prompt. Notes also say open speed, movement, and base size for the same jobs.

What should I upgrade first?

Fill slots first. Then cheap luck (about 1,000 Cash in one session) and open time. Buy crate cash when you are selling volume (25,000 Cash when it was bought). Save 100,000-Cash tiers and any 500,000 figure for later.

Are the upgrade prices official?

No. Luck at about 1,000 then about 100,000, crate cash at 25,000, and conveyor at about 1,000 then about 100,000 were spoken in sessions. Open time, walk speed, base expansion, and conveyor luck were used without a spoken price.

What was the 500,000 figure?

It was spoken beside the first luck click. The node name was not read aloud. The next purchases were cheap lockers. Do not assign 500,000 to luck or crate cash unless your button says so.

Is conveyor luck the same price as the conveyor upgrade?

Not on this page. Conveyor luck had a confirm prompt and no spoken price. A different session paid about 1,000 and then about 100,000 to upgrade the conveyor. Read the prompt in front of you.

Does crate cash change the ball value or the crate price?

The buyer was not sure. They bought the 25,000 Cash boost to earn more from the sell loop. Check the HUD after the purchase.

When do I buy base expansion?

When the current floor is full and new characters have nowhere to stand. Floor 2 came from that expansion. The price was not spoken. New slots still need a placed character.

Do upgrades reset on rebirth?

This game has no rebirth. Luck, crate cash, open time, walk speed, conveyor, and base size stay bought.

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