Cargo (Solaris)
What it is
A common-rarity Solaris freighter hull — slow, lightly-armored-by-Solaris-standards, with only two weapon slots and a heavy back-loaded drag profile. Sits at the bottom of the Solaris weight class as the “starter cargo” silhouette; pairs the revolver starting weapon with above-baseline armor (5) and below-baseline turn rate (0.10).
★1 stats
| Stat | Value |
|---|---|
| HP | 100 |
| Shield | 95 |
| Armor | 5 |
| Speed | 120 |
| Acceleration | 150 |
| Drag | 0.42 |
| Turn rate | 0.10 |
| 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 |
| Starting weapon | revolver L1 |
★5 endpoints (only fields that differ from ★1)
| Stat | ★1 | ★5 |
|---|---|---|
| HP | 100 | 125 |
| Shield | 95 | 119 |
| Acceleration | 150 | 188 |
| Weapon damage % | 10 | 12.5 |
All other ★5 fields match ★1 (the per-hull ★5 override re-asserts the ★1 values for armor 5, speed 120, drag 0.42, turn rate 0.10, weapon slots 2, ship scale 1.2, etc.). No ★2/★3/★4 pins exist for Cargo, so intermediate stars lerp linearly between the four delta endpoints above; everything else is constant across all five stars.
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 a back-loaded brake — coast feels light at speed, then settles hard near zero. Heat curve is fully disabled (0 buildup / 0 cooldown), so the overheat-boost loop never engages.
Hitbox
Custom convex polygon (no octagon fallback). Normalized to the sprite content box on a ±0.95 scale; physics applies it at the rendered sprite size.
| Property | Value |
|---|---|
| Vertex count | 19 |
| X range | -0.950 to 0.950 |
| Y range | -0.556 to 0.556 |
Vertices (x, y):
| # | X | Y |
|---|---|---|
| 1 | -0.693 | 0.556 |
| 2 | -0.916 | 0.471 |
| 3 | -0.933 | 0.454 |
| 4 | -0.950 | 0.419 |
| 5 | -0.950 | -0.419 |
| 6 | -0.933 | -0.454 |
| 7 | -0.676 | -0.556 |
| 8 | -0.385 | -0.556 |
| 9 | 0.625 | -0.436 |
| 10 | 0.899 | -0.265 |
| 11 | 0.916 | -0.248 |
| 12 | 0.933 | -0.214 |
| 13 | 0.950 | -0.094 |
| 14 | 0.950 | 0.060 |
| 15 | 0.933 | 0.231 |
| 16 | 0.899 | 0.265 |
| 17 | 0.642 | 0.436 |
| 18 | -0.385 | 0.556 |
| 19 | (closes to vertex 1) |
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.
Faction and rarity
| Field | Value |
|---|---|
| Faction | solaris |
| Rarity | common |
| Display grade | C |
| Outline color | ffffff |
| Accent color | #333333 |
| Ship class | medium |
Star progression notes
| 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 |
Lerped per-star values for the four endpoints that differ between ★1 and ★5 (lerp factor t = (star − 1) / 4):
| Star | HP | Shield | Acceleration | Weapon damage % |
|---|---|---|---|---|
| ★1 | 100 | 95 | 150 | 10 |
| ★2 | 106.25 | 101 | 159.5 | 10.625 |
| ★3 | 112.5 | 107 | 169 | 11.25 |
| ★4 | 118.75 | 113 | 178.5 | 11.875 |
| ★5 | 125 | 119 | 188 | 12.5 |
Cargo 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 revolver L1), faction, rarity, hitbox, drive feel, ship scale, or weapon-slot count — only the four lerped numerics above and the mod backpack grid size.
EXTRACT-CANDIDATE flags
- Per-hull ★1 stat block format. The ★1 stats table on this page (HP / Shield / Armor / Speed / Accel / Drag / TurnRate / WeapSlots / WeapDmg% / FireRate% / Heat fields / Regen fields / Meta fields / ShipScale / StartWeapon) will repeat on all 37 ship-entity pages. Already partially summarized in the per-faction tables on
ships.md; per-entity pages add the rows that the roll-up tables omit (upgrade slots, hp regen, shield regen delay, melee mult, luck, magnet range, currency bonus). - ★5-endpoint-only delta table convention. “Only fields that differ from ★1” is a load-bearing wiki pattern — most Solaris hulls only delta HP / Shield / WeaponDamagePct / Acceleration at ★5; Ancients delta shieldRegenRate; Backwater delta armor; Industria delta heatCooldown; Junkrats delta fireRatePct. Worth a one-paragraph canonical explanation on
ships.mdthat this is the rule per faction. jack_of_allbaseline passive. Several common-rarity hulls inherit the baselinejack_of_allpassive rather than a hull-specific one. The +3/6/10/15/22% all-stats curve is not currently shown onpassives.mdorships.mdand would benefit from a single canonical block.- Hitbox vertex listing. Full polygon vertex tables on per-entity pages duplicate data already loaded by the engine. Per the wiki rule (numeric tables may duplicate), this is allowed but a “Hitbox vertex tables” section on the ships hub or a separate
hull-hitboxes.mdreference would centralize the source. - Ship-class taxonomy.
shipClass: 'heavy' | 'medium' | 'light'is per-hull but never explained onships.md. Currently every hull defaults tomediumviaBASELINE_STATS— worth either a canonical taxonomy paragraph or, if it never gets used, deletion as dead config. - Lerp formula for non-pinned stars. The “t = (star − 1) / 4” linear-interp rule is documented on
ships.mdin prose but no canonical worked example exists. Per-entity pages now show a worked lerp table (this page’s ★2/★3/★4 row); a short canonical worked example onships.mdwould let entity pages stop re-explaining the math.