Eel (Industria)

What it is

An epic-rarity Industria hull and the only one in the eight-hull Industria family with a four-slot weapon mount. Pairs the lightning starting weapon with a balanced HP/shield pool that sits at the top of the family (165/160 at ★1 — higher than every other Industria hull including the rares Bigbot and Milita), the family-high acceleration (190), and a 1.35× sprite scale tied with Milita as the second-largest in the family. 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.

★1 stats

StatValue
HP165
Shield160
Armor3
Speed110
Acceleration190
Drag0.32
Turn rate0.14
Weapon slots4
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 scale1.35
Starting weaponlightning L1

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

Stat★1★5
HP165206
Shield160200
Weapon damage %1012.5

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. No ★2/★3/★4 pin entries exist for Eel, so intermediate stars lerp linearly between the three changing 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. All eight Industria hulls share back-loaded drag — Eel’s 0.32 drag value matches Caravan, Digbot, Drillbot, 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 — Eel is one of the six Industria hulls with disabled heat, alongside Caravan, Drillbot, Loader, Milita, and Towncar; only Bigbot and Digbot have active heat in the family.

Hitbox

No custom polygon — the Industria_Eel hull is absent from the auto-generated HULL_HITBOXES table, so physics applies the shared 8-vertex octagon fallback. This is coarser than a sprite-traced silhouette but keeps the Rapier body alive (without one, the loop force-resets ship position and velocity to zero each frame). The octagon fallback is logged once per hull to the diag channel with a hull_hitbox_missing event.

PropertyValue
SourceFALLBACK_HULL_OCTAGON
Vertex count8
X range-0.90 to 0.90
Y range-0.90 to 0.90

Fallback octagon vertices (x, y):

#XY
1-0.900.37
2-0.90-0.37
3-0.37-0.90
40.37-0.90
50.90-0.37
60.900.37
70.370.90
8-0.370.90

Regenerating the hitbox file with npx tsx scripts/generate-hull-hitboxes.ts would replace the octagon with a sprite-traced polygon. The Eel sprite scale of 1.35× is applied on top of whichever hitbox is in use, so the fallback octagon currently presents a larger physics body than a tight silhouette would.

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
Rarityepic
Display gradeS
Outline colorcc66ff
Accent coloraa44dd
Ship classmedium

Eel’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 epic tier maps to the purple outline (#cc66ff) baked into the v5 sprite asset and is unique within the Industria family — Eel is the only epic-tier Industria hull. The family otherwise splits 2 commons (Digbot, Towncar), 4 uncommons (Caravan, Drillbot, Loader, plus its own outline-color-tagged Backwater_Caiman pattern reused here), and 2 rares (Bigbot, Milita).

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 three endpoints that differ between ★1 and ★5 (lerp factor t = (star − 1) / 4):

StarHPShieldWeapon damage %
★116516010
★2175.2517010.625
★3185.518011.25
★4195.7519011.875
★520620012.5

Eel 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 lightning L1), faction, rarity, hitbox, drive feel, ship scale, weapon-slot count (4), speed, acceleration, drag, turn rate, armor, heat fields, or any meta stat — only the three lerped numerics above and the mod backpack grid size.


EXTRACT-CANDIDATE flags

  • Only four-slot hull in the Industria family. Eel is the lone Industria hull with weaponSlots: 4; every other Industria hull runs 2 or 3 slots. Combined with the family-highest HP/shield (165/160) and family-high acceleration (190), Eel is a clear “DPS flagship” of the family. Worth a ships.md reference table that pivots on weapon-slot count per faction so designers picking a starting hull by weapon-slot capacity see the matrix at a glance. Same shape as the family-spread tables already flagged on the Bigbot and Cargo pages.
  • Heat-cooldown ★5 pin equals ★1 — inert override. The ★5 entry pins heatCooldown: 0, but the ★1 value is already 0, so the pin produces no change across stars. This is the inverse of the Bigbot flag (where heat-cooldown was the fourth lerped endpoint with a real delta from 4 → 5). Eel’s pin is mechanically redundant — the s5Val ?? s1Val default would produce the same result if the field were omitted. Same shape as the Bomber ★4 shipScale-matching-both-endpoints flag — leftover scaffolding safe to delete during a future ships.ts cleanup pass.
  • Missing hitbox — epic-tier hull on the octagon fallback. Industria_Eel is in SHIPS_V4_RARITY but absent from HULL_HITBOXES. The Eel is one of only six Industria hulls with a custom polygon (Barracuda, Bigbot, Caravan, Digbot, Drillbot, Milita, Roughshod, Towncar all have entries; Eel and Loader don’t). Sprite-traced polygons exist for two non-roster Industria hulls (Barracuda and Roughshod — both legacy/renamed) but not for the current epic. Worth a one-shot regenerate and a ships.md reference table of “which current-roster hulls currently use the octagon fallback.” Same shape as the Bomber and Killer Croc flags.
  • Lightning starting weapon — only Industria hull with it. Eel and Junkrats_Stinger and Prism_Crystal are the only three hulls that start with lightning L1; the other two Industria starting weapons span mortar (Bigbot, Drillbot, Loader), rifle (Caravan, Digbot), missile (Milita), and revolver (Towncar). Combined with the four-slot mount and the family-high stat block, the lightning pairing makes Eel the family’s clear “energy / chain DPS” pick. Worth a “starting weapon → hulls” cross-reference table on ships.md or weapons.md. Same shape as the mortar-shared flag on 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 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 page.
  • Heat active on only two Industria hulls. Eel 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 page.
  • Minimal-delta ★5 override form continues — with a phantom fourth field. Eel’s ★5 entry pins four fields (hp, shield, weaponDamagePct, heatCooldown), but heatCooldown is pinned to its ★1 value (0), so only three numerics actually change — making the effective shape identical to the Bomber / Cargo / Killer Croc three-field minimal-delta form. The phantom fourth field is a strong candidate for mechanical pruning during a future cleanup. Same shape as the Bomber “★5 override re-asserts ★1 values” flag.
  • jack_of_all baseline passive on an epic-tier hull. Eel inherits the baseline +3/6/10/15/22% all-stats passive with no hull-specific override despite the epic tier. Worth a design-question flag: are epic-and-above hulls supposed to roll their own faction-flavored passive (and Eel is missing one), or is jack_of_all an intentional placeholder until per-faction passives ship? The Junkrats_Bomber epic flagged the same gap.
  • Faction field vs. hull-key prefix. Repeats the Cargo / Bomber / Killer Croc / Bigbot flag: the faction data field is solaris for every hull including this Industria epic, and the actual faction grouping is the prefix on the hull key. Canonical paragraph on ships.md is now overdue.
  • Highest-stat-block hull in the family. Eel has the family-high HP (165), shield (160), and weapon-slot count (4); its acceleration (190) is the family-second-highest behind Milita (236), and its speed (110) is the family-third-highest behind Milita (121) and Towncar (105). Combined, Eel is the family’s clear “everything tier” hull where every primary stat sits at or near the family ceiling. Worth a per-family “stat-leader matrix” reference table on ships.md showing which hull leads each axis in each family. Same shape as the family-floor outlier flag on Bigbot.
  • Ship scale and hitbox mismatch. Eel’s 1.35× sprite scale is applied on top of the fallback octagon, so the physics body presented to enemies is currently a 1.35× scaled-up coarse octagon instead of a tight silhouette. The mismatch is largest for hulls with high scale (Loader at 1.6, Junkrats_Stinger at 2.0, Junkrats_Marco at 1.5) that also lack custom hitbox entries. Worth a ranked list on ships.md of “which current-roster hulls have the largest scale-vs-hitbox mismatch” so the regen work can be prioritized.