Bigbot (Industria)

What it is

A rare-rarity Industria heavy hull built around a three-slot weapon mount, a balanced HP/shield pool weighted slightly toward HP, and the slowest top speed in the eight-hull Industria family. Pairs the mortar starting weapon with thin baseline armor (3), the family-low acceleration (100), and a 1.0× sprite scale. Heat curve is active at 10 buildup / 4 cooldown with the linear curve shape — one of only two Industria hulls (the other is Digbot) where the overheat-boost loop actually engages, since every other Industria hull has heat fully disabled. The hull silhouette is one of the few Industria entries with a custom 18-vertex traced polygon in the hitbox table, so its physics body matches its sprite outline closely rather than falling back to the shared octagon.

★1 stats

StatValue
HP145
Shield135
Armor3
Speed85
Acceleration100
Drag0.28
Turn rate0.14
Weapon slots3
Upgrade slots3
Weapon damage %10
Fire rate %5
Heat buildup10
Heat cooldown4
Heat curvelinear
Burnout severity0.35
Shield regen rate6
Shield regen delay4
HP regen0
Melee mult1.0
Luck8
Magnet range130
Currency bonus6
Ship scale1.0
Starting weaponmortar L1

★5 endpoints (only fields that differ from ★1)

Stat★1★5
HP145181
Shield135169
Weapon damage %1012.5
Heat cooldown45

The ★5 override for this hull is the minimal four-field delta form — only the four numerics above are pinned, and every other field falls back to the ★1 value via the s5Val ?? s1Val defaulting rule. No ★2/★3/★4 pin entries exist for Bigbot, so intermediate stars lerp linearly between the four endpoints; everything else is constant across all five stars.

Drive feel

FieldValue
Rotatestrue
Fixed angle (deg)0
Accel curvelinear
Drag curveback_loaded
Stop shake intensity0
Heat shake intensity0
Heat shake threshold0.85
Stop spring amount0

Free-rotating spaceship with linear thrust ramp and the Industria-signature back-loaded drag profile — when thrust is released, the brake is weak at first and gets stronger as speed bleeds off, producing the characteristic “heavy cargo ship” feel where the hull keeps gliding at high speeds and then plants firmly at low speeds. This is the opposite of the front-loaded brake used by the Backwater family (strong brake immediately on release, easing as speed bleeds). All eight Industria hulls share back-loaded drag — Bigbot’s 0.28 drag is the lowest in the family (tied with the Junkrats Orca), so it coasts the longest before the back-loaded ramp engages. Heat curve is active at 10 buildup / 4 cooldown with the linear shape, so the overheat-boost loop engages reliably under sustained fire and rewards held-trigger play with a flat boost shape that scales evenly with heat. Bigbot and Digbot are the only two Industria hulls with active heat — every other Industria hull has heat fully disabled.

Hitbox

Custom 18-vertex polygon — Industria_Bigbot is present in the auto-generated HULL_HITBOXES table, so physics uses a sprite-traced silhouette rather than the shared 8-vertex octagon fallback. The polygon was generated by Visvalingam-Whyatt simplification from boundary pixels of the v5 sprite alpha channel, shrunk 5% for a tight but fair hitbox, and rotated −90° CW from sprite-south to engine-right convention.

PropertyValue
SourceHULL_HITBOXES[‘Industria_Bigbot’]
Vertex count18
X range-0.658 to 0.658
Y range-0.95 to 0.95

Polygon vertices (x, y), in table order:

#XY
1-0.5340.95
2-0.5570.939
3-0.5680.916
4-0.6580.309
5-0.658-0.309
6-0.568-0.905
7-0.557-0.928
8-0.545-0.939
9-0.523-0.95
100.32-0.95
110.343-0.939
120.365-0.894
130.658-0.219
140.6580.23
150.3650.905
160.3540.928
170.3430.939
180.320.95

The polygon is taller (Y span 1.90) than wide (X span 1.316), reflecting a vertically elongated sprite silhouette — the hull body sits closer to the right side of the engine-axis bounding box (positive-X reach 0.658 vs. negative-X reach −0.658 on the matching axis, with the apparent forward “nose” at X≈0.658 and the rear at X≈−0.658 / Y≈±0.309). Ship scale 1.0× means the polygon is applied at sprite-native size with no scaling.

Passive

FieldValue
Passive IDjack_of_all
Passive nameJack of All Trades
Effect+{value}% to all stats
Stat targetall
Is percenttrue
Values per rank (1–5)3, 6, 10, 15, 22

The default baseline passive (no per-hull override). Applies a percent buff to all stats at run start, scaling with passive rank.

Faction and rarity

FieldValue
Factionsolaris (baseline fallback)
Hull faction prefixIndustria
Rarityrare
Display gradeA
Outline color44aaff
Accent color2288dd
Ship classmedium

Bigbot’s faction data field reads solaris because every hull inherits the BASELINE_STATS.faction value and no per-hull override changes it; the Industria prefix on the hull key is the sprite/family grouping used by the rarity table and sprite folder. The rare tier maps to the blue outline color (#44aaff) baked into the v5 sprite asset and is shared with Industria_Milita inside the family — the only two rares in an Industria roster that otherwise splits 2 commons / 4 uncommons / 1 epic (Industria_Eel).

Star progression notes

StarXP required (cumulative dupes)Mod backpack gridGrid cells
★103 × 39
★214 × 312
★334 × 416
★475 × 420
★5175 × 525

Lerped per-star values for the four endpoints that differ between ★1 and ★5 (lerp factor t = (star − 1) / 4):

StarHPShieldWeapon damage %Heat cooldown
★1145135104
★2154143.510.6254.25
★316315211.254.5
★4172160.511.8754.75
★518116912.55

Bigbot has no per-hull ★2/★3/★4 pin entries, so the lerp runs straight from ★1 to ★5 with no breakpoints. Star tier never changes the starting weapon (always mortar L1), faction, rarity, hitbox, drive feel, ship scale, weapon-slot count (3), speed, acceleration, drag, turn rate, armor, heat buildup, heat curve, or any meta stat — only the four lerped numerics above and the mod backpack grid size.


EXTRACT-CANDIDATE flags

  • Heat-cooldown is the fourth lerped endpoint. Bigbot is the first per-entity page in the wiki where the ★5 override pins a fourth numeric beyond the hp/shield/weaponDamagePct triple — the heat-cooldown step from 4 → 5 means the overheat-boost loop fully refills 25% slower at ★5 than at ★1, which is a counterintuitive nerf-on-rank-up. Worth a designer-confirmation flag on ships.md that this is intentional rather than a typo (e.g. ★5 may have been meant to read heatCooldown: 3 for a faster cooldown at higher star). The Cargo / Bomber / Killer Croc minimal-delta form had three numerics; Bigbot extends the pattern to four.
  • Industria back-loaded drag is the family signature. All eight Industria hulls share dragCurve: 'back_loaded' (the only family to do so consistently). The back-loaded curve shape itself is not documented on ships.md or physics.md — only the values are tabled. Worth a canonical “Drag curve shapes” paragraph explaining the front_loaded / linear / back_loaded / exponential / overshoot differences and which families lean which way. This mirrors the heat-curve extract-candidate flagged on the Killer Croc page.
  • Heat active on only two Industria hulls. Bigbot and Digbot are the only Industria hulls with heatBuildup > 0 and heatCooldown > 0; the other six (Caravan, Drillbot, Eel, Loader, Milita, Towncar) all run heat-disabled at 0/0. Worth a ships.md reference table or per-family heat summary so designers can see at a glance which hulls have a working overheat-boost loop and which don’t.
  • Custom-hitbox vs. octagon-fallback split. Bigbot has a custom 18-vertex hitbox traced from its sprite, in contrast to the Killer Croc / Bomber / Cargo entries which all fall back to the shared octagon. The split across the roster is uneven — some hulls have polygons, others use the fallback silently. A ships.md reference table of “which hulls currently have a custom polygon vs. the octagon fallback” would close the loop. Same shape as the missing-hitbox flag on the Killer Croc and Bomber pages but inverted (this is the “has polygon” case).
  • Minimal-delta ★5 override form continues. Bigbot’s ★5 entry pins only four fields (hp, shield, weaponDamagePct, heatCooldown) and relies on the s5Val ?? s1Val defaulting in getShipDef for the other ~35 fields. Same compact shape as Backwater Caiman / Lizard / Killer Croc and the strict subset of the verbose Ancients_Rune / Backwater_Batwing pattern. The minimal form should be the recommended authoring style; existing verbose entries are candidates for mechanical pruning.
  • jack_of_all baseline passive on a rare-tier hull. Same flag as Cargo / Bomber / Killer Croc — Bigbot inherits the baseline +3/6/10/15/22% all-stats passive with no hull-specific override despite the rare tier. Worth a design-question flag: are rare-and-above hulls supposed to roll their own faction-flavored passive (and Bigbot is missing one), or is jack_of_all an intentional placeholder until per-faction passives ship?
  • Faction field vs. hull-key prefix. Repeats the Cargo / Bomber / Killer Croc flag: the faction data field is solaris for every hull including this Industria rare, and the actual faction grouping is the prefix on the hull key. Canonical paragraph on ships.md is now overdue.
  • Acceleration / speed outlier at the family floor. Bigbot has the lowest acceleration (100) and lowest top speed (85) of any Industria hull — the next-slowest is Industria_Loader at 131 / 81 (slower top speed but higher acceleration). Combined with the lowest drag value in the family (0.28, tied with Junkrats_Orca), Bigbot is the “long coast, weak engine” hull where momentum carries the ship between thrust pulses. Worth a designer-confirmation flag that this slow-and-floaty profile is intentional rather than an untuned pin from before per-hull tuning landed.
  • Mortar starting weapon — three Industria hulls share it. Bigbot, Drillbot, and Loader all start with mortar L1. The mortar weapon is not documented per-hull on the wiki, and the three Industria hulls that share it span common (none), uncommon (Drillbot, Loader), and rare (Bigbot) rarities. Worth a “starting weapon → hulls” cross-reference table on ships.md or weapons.md for designers picking a starting hull by playstyle.
  • Hitbox polygon table format. Even though this hull has a custom polygon, the page lists all 18 vertices inline. Per the wiki rule (numeric tables may duplicate), this is allowed; but for hulls with very large polygons, a centralized “hitbox vertex reference” page or anchor on physics.md linked from each entity page might keep entity pages shorter without losing the access-pattern. Same shape as the fallback-octagon flag on the Bomber / Killer Croc pages, inverted for the custom-polygon case.