Drillbot (Industria)
What it is
An uncommon-rarity Industria mid-weight hull built around a two-slot weapon mount, a balanced HP/shield pool weighted slightly toward HP, and a family-mid-tier acceleration/speed profile. Pairs the mortar starting weapon with the family-high armor value (4) — every other Industria hull runs armor 3, making Drillbot the only Industria hull with an armor bump above the family baseline. Heat curve is fully disabled (0 buildup / 0 cooldown), so the overheat-boost loop never engages and all damage comes from raw fire-rate and weapon-damage percentage. Drag is the family-standard 0.32 with the family-signature back-loaded drag curve. Sprite scale is 1.3×, mid-pack for the family. The hull silhouette has a custom 15-vertex traced polygon in the hitbox table, so its physics body matches its sprite outline rather than falling back to the shared octagon.
Identity
| Field | Value |
|---|---|
| Hull key | Industria_Drillbot |
| Display name | Drillbot |
| Family prefix | Industria |
| Rarity | uncommon |
| Display grade | B |
| Outline color | 50ff78 |
| Accent color | 38cc58 |
| Ship class | medium |
| Faction data field | solaris (baseline fallback) |
Drillbot’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 uncommon tier maps to the green outline color (#50ff78) baked into the v5 sprite asset and is shared with Caravan and Loader inside the family — the three uncommons sit between the two commons (Digbot, Towncar) and the two rares (Bigbot, Milita), with Eel as the lone epic at the top of the family.
Star-1 stats
| Stat | Value |
|---|---|
| HP | 120 |
| Shield | 100 |
| Armor | 4 |
| 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 | 1.3 |
| Starting weapon | mortar L1 |
Star deltas
| Stat | ★1 | ★5 |
|---|---|---|
| HP | 120 | 150 |
| Shield | 100 | 125 |
| Weapon damage % | 10 | 12.5 |
The ★5 override entry pins four numerics — hp, shield, weaponDamagePct, and heatCooldown — but heatCooldown is pinned at 0 (the same value as ★1), so only three fields actually change across stars. All other ★5 fields fall back to the ★1 value via the s5Val ?? s1Val defaulting rule in getShipDef. A ★4 pin entry exists but it pins shipScale: 1.3, which matches the ★1 value of 1.3, so it is mechanically inert — the lerp would produce the same result if the ★4 entry were omitted.
Lerped per-star values for the three endpoints that differ between ★1 and ★5 (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 |
Drillbot has no real ★2/★3 pin entries (only the phantom ★4 shipScale pin), so the lerp runs straight from ★1 to ★5 with no effective breakpoints. Star tier never changes the starting weapon (always mortar 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. This is the opposite of the front-loaded brake used by the Backwater family. All eight Industria hulls share back-loaded drag — Drillbot’s 0.32 drag value matches Caravan, Digbot, Eel, and Milita; Bigbot uses 0.28, Loader 0.18, Towncar 0.32. Heat curve is fully disabled (0 buildup / 0 cooldown), so the overheat-boost loop never engages — Drillbot is one of the six Industria hulls with disabled heat, alongside Caravan, Eel, Loader, Milita, and Towncar; only Bigbot and Digbot have active heat in the family.
Hitbox
Custom 15-vertex polygon — Industria_Drillbot 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.
| Property | Value |
|---|---|
| Source | HULL_HITBOXES[‘Industria_Drillbot’] |
| Vertex count | 15 |
| X range | -0.897 to 0.897 |
| Y range | -0.95 to 0.95 |
Polygon vertices (x, y), in table order:
| # | X | Y |
|---|---|---|
| 1 | -0.525 | 0.95 |
| 2 | -0.551 | 0.937 |
| 3 | -0.565 | 0.923 |
| 4 | -0.884 | 0.392 |
| 5 | -0.897 | 0.365 |
| 6 | -0.897 | -0.365 |
| 7 | -0.565 | -0.923 |
| 8 | -0.551 | -0.937 |
| 9 | -0.525 | -0.95 |
| 10 | -0.086 | -0.95 |
| 11 | 0.897 | -0.047 |
| 12 | 0.897 | 0.033 |
| 13 | 0.83 | 0.1 |
| 14 | -0.06 | 0.937 |
| 15 | -0.086 | 0.95 |
The polygon is asymmetric along the engine-X axis: the negative-X reach is bounded by a wider rear cluster (X≈-0.897, Y≈±0.365 with corners out to Y≈±0.95), while the positive-X reach narrows to a forward tip at X≈0.897 with a much tighter Y span (Y≈-0.047 to 0.033). The shape reads as a tapered drill-bit silhouette — wide blunt rear, narrow point forward. Ship scale 1.3× is applied on top of the polygon, so the engine presents a 1.3× scaled-up traced body to enemies.
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
- Only Industria hull with armor 4. Drillbot is the lone Industria hull whose
armorfield overrides the family-standard value of 3 — every other Industria hull (Bigbot, Caravan, Digbot, Eel, Loader, Milita, Towncar) runs armor 3. Worth aships.mdreference table of “armor outliers per family” so designers picking a starting hull by raw damage-reduction can see the matrix at a glance. Same shape as the family-spread tables already flagged on the Bigbot and Eel pages. - Heat-cooldown ★5 pin equals ★1 — inert override. Drillbot’s ★5 entry pins
heatCooldown: 0, but the ★1 value is already 0, so the pin produces no change across stars. Same shape as the Eel inert ★5 pin and the Bomber ★4 shipScale-matching-both-endpoints flag — leftover scaffolding safe to delete during a futureships.tscleanup pass. - ★4
shipScale: 1.3pin matches ★1 — second inert override on the same hull. Drillbot is the first hull with two phantom pin entries: the ★5 heatCooldown pin and the ★4 shipScale pin both pin values identical to the ★1 endpoint. The ★4 entry could be deleted entirely without changing any computed stat. Strong cleanup candidate; combined with the ★5 phantom, Drillbot is the noisiest pin-table entry per real delta in the file. - Mortar starting weapon — three Industria hulls share it. Drillbot, Bigbot, and Loader all start with mortar L1. Mirrors the flag from the Bigbot page; combined with the cross-rarity spread (Bigbot rare, Drillbot uncommon, Loader uncommon), the mortar pairing makes the three hulls a natural “mortar progression ladder” for designers picking a starting hull by playstyle. Worth a “starting weapon → hulls” cross-reference table on
ships.mdorweapons.md. - 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. Drillbot 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. - Stat-clone with Caravan except for armor and ship scale. Drillbot and Caravan share identical values on hp (120), shield (100), acceleration (150), speed (100), drag (0.32), turnRate (0.14), weaponSlots (2), heat fields, and ★1 weaponDamagePct (10) — the only differences at ★1 are armor (Drillbot 4 vs. Caravan 3), shipScale (Drillbot 1.3 vs. Caravan 1.2), and the starting weapon (mortar vs. rifle). At ★5, the two hulls diverge further on hp (Drillbot 150 vs. Caravan 165) and shield (Drillbot 125 vs. Caravan 145). Worth a designer-confirmation flag that the near-duplicate ★1 stat block is intentional rather than a copy-paste artifact pending tuning.
jack_of_allbaseline passive on an uncommon-tier hull. Drillbot inherits the baseline +3/6/10/15/22% all-stats passive with no hull-specific override. Same design-question flag as Bigbot / Eel: are uncommon-and-above hulls supposed to roll their own faction-flavored passive, or isjack_of_allan intentional placeholder until per-faction passives ship? The uncommon-tier flag is new (Bigbot was rare, Eel was epic) and confirms the gap spans the full rarity range.- 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. - Drill-bit silhouette readable from hitbox polygon. Drillbot’s 15-vertex polygon is asymmetric along the engine-X axis (wide blunt rear at X≈-0.897, narrow tip at X≈0.897 with tight Y span) and matches the in-fiction “drill” naming. The silhouette is one of the more sprite-faithful in the Industria family — most family entries (Caravan, Digbot, Bigbot, Towncar) have more symmetric polygons. Worth a
ships.mdorphysics.mdparagraph on “which hulls have asymmetric hitboxes” since enemy AI and contact damage scale with hitbox X/Y extents independently.