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

FieldValue
Hull keyIndustria_Caravan
Faction (data field)solaris (baseline fallback)
Hull faction prefixIndustria
Rarityuncommon
Display gradeB
Outline color50ff78
Accent color38cc58
Ship classmedium
Starting weaponrifle L1
Passive IDjack_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

StatValue
HP120
Shield100
Armor3
Speed100
Acceleration150
Drag0.32
Turn rate0.14
Weapon slots2
Upgrade slots3
Weapon damage %10
Fire rate %5
Heat buildup0
Heat cooldown0
Heat curvelinear
Burnout severity0.35
Shield regen rate6
Shield regen delay4
HP regen0
Melee mult1.0
Luck8
Magnet range130
Currency bonus6
Ship scale1.2

Star deltas

Stat★1★5
HP120150
Shield100125
Weapon damage %1012.5

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):

StarHPShieldWeapon damage %
★112010010
★2127.5106.2510.625
★3135112.511.25
★4142.5118.7511.875
★515012512.5

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.

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

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. 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.

PropertyValue
SourceHULL_HITBOXES
Vertex count24
X range-0.95 to 0.95
Y range-0.816 to 0.816

Polygon vertices (x, y):

#XY
1-0.6050.816
2-0.6620.796
3-0.7390.758
4-0.950.317
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
110.336-0.777
120.393-0.758
130.892-0.278
140.912-0.24
150.931-0.163
160.95-0.01
170.950.01
180.9310.163
190.9120.221
200.8920.259
210.4130.739
220.3740.758
230.3170.777
24-0.3550.816

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

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.


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: 1.2 pin 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 (also hp: 150, shield: 125, weaponDamagePct: 12.5, heatCooldown: 0 plus 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.md note 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.md or weapons.md since 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 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. 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.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. Same flag as the Bigbot and Eel pages.
  • Faction field vs. hull-key prefix. Repeats the Cargo / Bomber / Killer Croc / Bigbot / Eel flag: the faction data field is solaris for every hull including this Industria uncommon, and the actual faction grouping is the prefix on the hull key. Canonical paragraph on ships.md is now overdue.
  • jack_of_all baseline 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 is jack_of_all the 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.md showing 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.