Digbot (Industria)
What it is
A common-rarity Industria light hull built around a two-slot weapon mount, the lowest HP/shield pool in the eight-hull Industria family (95/80 at ★1), and a mid-family acceleration/speed profile (140/100). Pairs the rifle starting weapon with thin baseline armor (3) and a 1.0× sprite scale. Heat curve is active at 10 buildup / 4 cooldown with the linear curve shape — Digbot and Bigbot are the only two Industria hulls where the overheat-boost loop actually engages, since every other Industria hull has heat fully disabled. The hull silhouette is one of the Industria entries with a custom traced polygon in the hitbox table, so its physics body matches its sprite outline closely rather than falling back to the shared octagon.
Identity
| Field | Value |
|---|---|
| Hull faction prefix | Industria |
| Faction (data field) | solaris (baseline fallback) |
| Rarity | common |
| Display grade | C |
| Outline color | ffffff |
| Accent color | #333333 |
| Ship class | medium |
| Starting weapon | rifle L1 |
| Passive ID | jack_of_all |
Digbot’s faction data field reads solaris because every hull inherits the baseline 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 common tier maps to the white outline (#ffffff) baked into the v5 sprite asset and is shared with Industria_Towncar inside the family — the only two commons in an Industria roster that otherwise splits 4 uncommons (Caravan, Drillbot, Loader, plus a second outline-color-tagged Caiman-style uncommon), 2 rares (Bigbot, Milita), and 1 epic (Eel).
Star-1 stats
| Stat | Value |
|---|---|
| HP | 95 |
| Shield | 80 |
| Armor | 3 |
| Speed | 100 |
| Acceleration | 140 |
| Drag | 0.32 |
| Turn rate | 0.14 |
| Weapon slots | 2 |
| Upgrade slots | 3 |
| Weapon damage % | 10 |
| Fire rate % | 5 |
| Heat buildup | 10 |
| Heat cooldown | 4 |
| 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 | 1.0 |
Star deltas
The ★5 override pins four numerics — hp, shield, weaponDamagePct, and heatCooldown — and every other field falls back to the ★1 value via the s5Val ?? s1Val defaulting rule. No ★2/★3/★4 pin entries exist for Digbot, so intermediate stars lerp linearly between the four endpoints; everything else is constant across all five stars.
| Stat | ★1 | ★5 |
|---|---|---|
| HP | 95 | 119 |
| Shield | 80 | 100 |
| Weapon damage % | 10 | 12.5 |
| Heat cooldown | 4 | 5 |
Lerped per-star values for the four endpoints that differ between ★1 and ★5 (lerp factor t = (star − 1) / 4):
| Star | HP | Shield | Weapon damage % | Heat cooldown |
|---|---|---|---|---|
| ★1 | 95 | 80 | 10 | 4 |
| ★2 | 101 | 85 | 10.625 | 4.25 |
| ★3 | 107 | 90 | 11.25 | 4.5 |
| ★4 | 113 | 95 | 11.875 | 4.75 |
| ★5 | 119 | 100 | 12.5 | 5 |
Star progression and mod backpack grid sizes shared across all hulls:
| 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 |
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 buildup, heat curve, or any meta stat — only the four lerped numerics above and the mod backpack grid size.
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. This is the opposite of the front-loaded brake used by the Backwater family. All eight Industria hulls share back-loaded drag — Digbot’s 0.32 drag matches Caravan, Drillbot, Eel, and Milita; Bigbot uses 0.28, Loader 0.18, Towncar 0.32. 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. Digbot and Bigbot are the only two Industria hulls with active heat — every other Industria hull has heat fully disabled (0/0).
Hitbox
Custom 17-vertex polygon — Industria_Digbot 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 for a tight but fair hitbox, and rotated to engine-right convention.
| Property | Value |
|---|---|
| Source | HULL_HITBOXES[‘Industria_Digbot’] |
| Vertex count | 17 |
| X range | -0.910 to 0.910 |
| Y range | -0.950 to 0.950 |
Polygon vertices (x, y), in table order:
| # | X | Y |
|---|---|---|
| 1 | -0.538 | 0.950 |
| 2 | -0.565 | 0.937 |
| 3 | -0.910 | 0.365 |
| 4 | -0.910 | -0.352 |
| 5 | -0.897 | -0.379 |
| 6 | -0.578 | -0.910 |
| 7 | -0.551 | -0.937 |
| 8 | -0.525 | -0.950 |
| 9 | -0.100 | -0.950 |
| 10 | -0.073 | -0.937 |
| 11 | 0.844 | -0.379 |
| 12 | 0.897 | -0.326 |
| 13 | 0.910 | -0.286 |
| 14 | 0.910 | -0.259 |
| 15 | 0.897 | 0.326 |
| 16 | 0.830 | 0.392 |
| 17 | -0.086 | 0.950 |
The polygon is taller (Y span 1.900) than wide (X span 1.820), reflecting a near-square sprite silhouette with a slight vertical bias. Ship scale 1.0× means the polygon is applied at sprite-native size with no scaling.
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
- Heat-cooldown is the fourth lerped endpoint — same pattern as Bigbot. Digbot’s ★5 override pins heat-cooldown at 5 versus ★1 at 4, meaning the overheat-boost loop fully refills 25% slower at ★5 than at ★1 — a counterintuitive nerf-on-rank-up. This is the second Industria common to extend the minimal-delta pin pattern from three numerics (hp/shield/weaponDamagePct) to four (adding heatCooldown), and the only two Industria hulls with this fourth-field shape (Digbot and Bigbot) are also the only two with active heat in the family. Worth a designer-confirmation flag on
ships.mdthat the ★5 heat-cooldown bump is intentional rather than a typo (e.g. ★5 may have been meant to readheatCooldown: 3for a faster cooldown at higher star). Same flag as Bigbot. - 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 and which families lean which way. Same flag as the Bigbot and Eel pages. - Heat active on only two Industria hulls. Digbot and Bigbot are the only Industria hulls with
heatBuildup > 0andheatCooldown > 0; the other six (Caravan, Drillbot, Eel, Loader, Milita, Towncar) all run heat-disabled at 0/0. Worth aships.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. - Family-floor stat block. Digbot has the lowest HP (95) and lowest shield (80) of any Industria hull — every other Industria hull starts at 100 HP or higher and 80 shield or higher (Towncar ties on shield at 80). Combined with the two-slot weapon mount and the common rarity tier, Digbot is the family’s clear “starter common” hull where every primary stat sits at or near the family floor. Worth a per-family “stat-floor matrix” reference table on
ships.mdshowing which hull anchors the low end of each axis in each family. Inverts the family-leader matrix flag on the Eel page. - Rifle starting weapon — two Industria hulls share it. Digbot and Caravan both start with rifle L1, the only two Industria hulls with that weapon. The other Industria starting weapons span mortar (Bigbot, Drillbot, Loader), lightning (Eel), missile (Milita), and revolver (Towncar). Worth a “starting weapon → hulls” cross-reference table on
ships.mdorweapons.mdfor designers picking a starting hull by playstyle. Same shape as the mortar-shared flag on Bigbot and the lightning-shared flag on Eel. - Common-tier outline color shared inside the family. Digbot and Towncar are the only two Industria commons and both bake the white outline color (#ffffff) into the v5 sprite asset. The display grade letter is “C” for both. Worth a per-family rarity-split reference table on
ships.mdlisting how many commons / uncommons / rares / epics / legendaries each faction roster contains. Same shape as the Bigbot rarity-split flag. - Custom-hitbox vs. octagon-fallback split. Digbot has a custom 17-vertex hitbox traced from its sprite, in contrast to the Eel which falls back to the shared octagon. The split across the Industria roster is uneven — Digbot, Bigbot, Caravan, Drillbot, Milita, and Towncar have custom polygons; Eel and Loader currently use the fallback. Worth a
ships.mdreference table of “which current-roster hulls have a custom polygon vs. the octagon fallback” so the regen work can be prioritized. Same shape as the missing-hitbox flag on Eel inverted to the has-polygon case. - Minimal-delta ★5 override form continues. Digbot’s ★5 entry pins only four fields (hp, shield, weaponDamagePct, heatCooldown) and relies on the
s5Val ?? s1Valdefaulting ingetShipDeffor the other ~35 fields. Same compact shape as Bigbot, Backwater Caiman, Lizard, and 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_allbaseline passive on a common-tier hull. Digbot inherits the baseline +3/6/10/15/22% all-stats passive with no hull-specific override. The same baseline-passive pattern repeats across every common in the roster (Cargo, Hauler, Stinger, Tank, Towncar, Digbot) and extends through the rare / epic / legendary tiers. Worth a design-question flag whether per-faction or per-rarity passives are planned to overridejack_of_all, or whether it remains the intentional baseline.- Faction field vs. hull-key prefix. Repeats the Cargo / Bomber / Killer Croc / Bigbot / Eel flag: the
factiondata field issolarisfor every hull including this Industria common, and the actual faction grouping is the prefix on the hull key. Canonical paragraph onships.mdis now overdue.