Caravan (Industria)
What it is
An uncommon-rarity Industria hull that sits squarely in the lower-middle of the eight-hull Industria stat block — two weapon slots, 120/100 HP/shield at ★1, family-standard 0.32 drag with back-loaded curve, and the rifle starting weapon shared with Digbot. One of six Industria hulls with the overheat-boost loop fully disabled (0 heat buildup / 0 heat cooldown), so all damage comes from raw fire-rate and weapon-damage percentage rather than heat-driven speed boost. The 1.2× sprite scale matches Towncar / Cargo / Armada / Orca and sits below the family-large hulls (Loader 1.6, Towncar 1.4, Drillbot 1.3, Eel and Milita both 1.35).
Identity
| Field | Value |
|---|---|
| Hull key | Industria_Caravan |
| Faction (data field) | solaris (baseline fallback) |
| Hull faction prefix | Industria |
| Rarity | uncommon |
| Display grade | B |
| Outline color | 50ff78 |
| Accent color | 38cc58 |
| Ship class | medium |
| Starting weapon | rifle L1 |
| Passive ID | jack_of_all |
Caravan’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 uncommon tier maps to the green outline (#50ff78) baked into the v5 sprite asset and is shared with three other Industria hulls (Drillbot, Loader, and Caravan itself within the Industria family — Digbot and Towncar are common, Bigbot and Milita are rare, Eel is epic).
Star-1 stats
| Stat | Value |
|---|---|
| HP | 120 |
| Shield | 100 |
| Armor | 3 |
| Speed | 100 |
| Acceleration | 150 |
| Drag | 0.32 |
| Turn rate | 0.14 |
| Weapon slots | 2 |
| Upgrade slots | 3 |
| Weapon damage % | 10 |
| Fire rate % | 5 |
| Heat buildup | 0 |
| Heat cooldown | 0 |
| Heat curve | linear |
| Burnout severity | 0.35 |
| Shield regen rate | 6 |
| Shield regen delay | 4 |
| HP regen | 0 |
| Melee mult | 1.0 |
| Luck | 8 |
| Magnet range | 130 |
| Currency bonus | 6 |
| Ship scale | 1.2 |
Star deltas
| Stat | ★1 | ★5 |
|---|---|---|
| HP | 120 | 150 |
| Shield | 100 | 125 |
| Weapon damage % | 10 | 12.5 |
The ★5 override entry pins many numerics (hp, shield, weaponDamagePct, heatCooldown, weaponSlots, hpRegen, shieldRegenRate, shieldRegenDelay, armor, acceleration, speed, drag, turnRate, heatBuildup, burnoutSeverity, fireRatePct, meleeMult, luck, magnetRange, currencyBonus, ramSpeedBleed, contactSpeedBleed, terrainRestitution, terrainFriction, ramThreshold, ramDamageLo, ramDamageHi, pushRatio, enemySolidity, contactDecel, contactCooldown, shipScale, spriteHue, spriteSaturation, spriteContrast, spriteBrightness, stopShakeIntensity, heatShakeIntensity, heatShakeThreshold, stopSpringAmt, heatCurve), but every field other than hp, shield, and weaponDamagePct is pinned to its ★1 value — so only three numerics actually change across stars. All redundant fields are mechanically inert because the s5Val ?? s1Val defaulting rule in getShipDef would produce the same result if those fields were omitted. There is also a ★4 pin entry that sets shipScale: 1.2 — the same value as both ★1 and ★5, so the pin is also inert.
The ★4 pin is the only mid-star override; no ★2 or ★3 pins exist for Caravan, so ★2 and ★3 values lerp linearly between the ★1 and ★5 endpoints.
Lerped per-star values for the three endpoints that actually differ (lerp factor t = (star − 1) / 4):
| Star | HP | Shield | Weapon damage % |
|---|---|---|---|
| ★1 | 120 | 100 | 10 |
| ★2 | 127.5 | 106.25 | 10.625 |
| ★3 | 135 | 112.5 | 11.25 |
| ★4 | 142.5 | 118.75 | 11.875 |
| ★5 | 150 | 125 | 12.5 |
Star tier never changes the starting weapon (always rifle L1), faction, rarity, hitbox, drive feel, ship scale, weapon-slot count (2), speed, acceleration, drag, turn rate, armor, heat fields, or any meta stat — only the three lerped numerics above and the mod backpack grid size.
| Star | XP required (cumulative dupes) | Mod backpack grid | Grid cells |
|---|---|---|---|
| ★1 | 0 | 3 × 3 | 9 |
| ★2 | 1 | 4 × 3 | 12 |
| ★3 | 3 | 4 × 4 | 16 |
| ★4 | 7 | 5 × 4 | 20 |
| ★5 | 17 | 5 × 5 | 25 |
Drive feel
| Field | Value |
|---|---|
| Rotates | true |
| Fixed angle (deg) | 0 |
| Accel curve | linear |
| Drag curve | back_loaded |
| Stop shake intensity | 0 |
| Heat shake intensity | 0 |
| Heat shake threshold | 0.85 |
| Stop spring amount | 0 |
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. All eight Industria hulls share back-loaded drag — Caravan’s 0.32 drag value matches Digbot, Drillbot, Eel, Milita, and Towncar; Bigbot uses 0.28 and Loader uses 0.18. Heat curve is fully disabled (0 buildup / 0 cooldown), so the overheat-boost loop never engages — Caravan is one of the six Industria hulls with disabled heat, alongside Drillbot, Eel, Loader, Milita, and Towncar; only Bigbot and Digbot have active heat in the family.
Hitbox
A 24-vertex sprite-traced polygon from the auto-generated HULL_HITBOXES table — one of the highest vertex counts among Industria hulls (matched only by Towncar at 26 and exceeding Milita at 22, Bigbot at 18, Eel which falls back to the octagon, and the legacy Barracuda/Roughshod). The polygon is normalized against the content bounding box and rotated -90° CW from sprite-south to engine-right convention, then shrunk 5% for a tight but fair hitbox.
| Property | Value |
|---|---|
| Source | HULL_HITBOXES |
| Vertex count | 24 |
| X range | -0.95 to 0.95 |
| Y range | -0.816 to 0.816 |
Polygon vertices (x, y):
| # | X | Y |
|---|---|---|
| 1 | -0.605 | 0.816 |
| 2 | -0.662 | 0.796 |
| 3 | -0.739 | 0.758 |
| 4 | -0.95 | 0.317 |
| 5 | -0.95 | -0.317 |
| 6 | -0.739 | -0.739 |
| 7 | -0.701 | -0.777 |
| 8 | -0.662 | -0.796 |
| 9 | -0.585 | -0.816 |
| 10 | -0.355 | -0.816 |
| 11 | 0.336 | -0.777 |
| 12 | 0.393 | -0.758 |
| 13 | 0.892 | -0.278 |
| 14 | 0.912 | -0.24 |
| 15 | 0.931 | -0.163 |
| 16 | 0.95 | -0.01 |
| 17 | 0.95 | 0.01 |
| 18 | 0.931 | 0.163 |
| 19 | 0.912 | 0.221 |
| 20 | 0.892 | 0.259 |
| 21 | 0.413 | 0.739 |
| 22 | 0.374 | 0.758 |
| 23 | 0.317 | 0.777 |
| 24 | -0.355 | 0.816 |
The polygon is wider on the rear (left at -0.95) and tapers to a pointed nose (right at 0.95 with a narrow ±0.01 Y at the tip), with two slight shoulder bulges at x ≈ 0.9 — a recognizable wedge silhouette consistent with the Caravan sprite. The 1.2× sprite scale is applied on top of the polygon when the physics body is built.
Passive
| Field | Value |
|---|---|
| Passive ID | jack_of_all |
| Passive name | Jack of All Trades |
| Effect | +{value}% to all stats |
| Stat target | all |
| Is percent | true |
| 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.
EXTRACT-CANDIDATE
- Phantom override entries — 40-field ★5 pin produces three real deltas. Caravan’s ★5 entry pins roughly 40 fields, but every field other than hp, shield, and weaponDamagePct is pinned to its ★1 value, so only three numerics actually change across stars. The mechanical effect is identical to the Bomber / Cargo / Killer Croc three-field minimal-delta form, but with ~37 extra phantom fields. Caravan also has an inert ★4
shipScale: 1.2pin matching both endpoints. Same shape as the Eel “phantom fourth field” flag taken to an extreme — strong candidate for mechanical pruning during a future ships.ts cleanup pass. The matching ★5 override for Drillbot follows the same shape (alsohp: 150, shield: 125, weaponDamagePct: 12.5, heatCooldown: 0plus the ~40-field tail). - Caravan / Drillbot ★1 stat-block parity. Caravan and Drillbot have identical ★1 numerics on every field except armor (Caravan 3 vs Drillbot 4), ship scale (1.2 vs 1.3), and starting weapon (rifle vs mortar) — same hp, shield, speed, acceleration, drag, turn rate, heat fields, and meta stats. Their ★5 overrides are also nearly identical (both pin the same ~40-field tail with hp 150 / shield 125 / weaponDamagePct 12.5 / heatCooldown 0). Worth a
ships.mdnote on which Industria hulls are mechanical twins so designers see the cross-faction stat-block patterns. Same shape as the Caiman/Lizard parity flag pattern. - Two-slot Industria hull on rifle. Caravan and Digbot are the only two Industria hulls that start with rifle L1 and run a two-slot weapon mount. Worth a “starting weapon → hulls” cross-reference table on
ships.mdorweapons.mdsince the Industria family spreads its rifle pairing across Caravan (uncommon, 2-slot) and Digbot (common, 2-slot) only. - 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 yet documented onships.mdorphysics.md— only the values are tabled. Worth a canonical “Drag curve shapes” paragraph explaining the front_loaded / linear / back_loaded / exponential / overshoot differences. Same flag as the Bigbot and Eel pages. - Heat active on only two Industria hulls. Caravan is one of six Industria hulls with heat fully disabled (0/0); only Bigbot and Digbot have active heat in the family. Worth a
ships.mdreference 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. Same flag as the Bigbot and Eel pages. - Faction field vs. hull-key prefix. Repeats the Cargo / Bomber / Killer Croc / Bigbot / Eel flag: the
factiondata field issolarisfor every hull including this Industria uncommon, and the actual faction grouping is the prefix on the hull key. Canonical paragraph onships.mdis now overdue. jack_of_allbaseline passive on every Industria hull so far documented. Caravan inherits the baseline +3/6/10/15/22% all-stats passive with no hull-specific override — matching the pattern on Bigbot, Eel, and all other documented Industria hulls. Worth a design-question flag at the family level: are any Industria hulls supposed to roll their own faction-flavored passive, or isjack_of_allthe intended placeholder for the entire family until per-faction passives ship?- Pointed-nose hitbox — narrow front, wide rear. Caravan’s polygon tapers from x = -0.95 (full ±0.317 Y at the rear) to x = 0.95 (±0.01 Y at the nose tip), making it one of the most extremely fore-aft asymmetric hitboxes in the Industria family. Worth a per-family hitbox shape summary on
ships.mdshowing which hulls are symmetric / fore-heavy / aft-heavy so designers can reason about ramming and terrain-collision behavior. Same shape as the Eel ship-scale-vs-hitbox flag generalized to silhouette geometry.