Hauler (Solaris)

What it is

A common-rarity Solaris freighter hull tuned as the slowest “starter cargo” silhouette in the faction. Two weapon slots, ship-scale 1.0 (smaller than Cargo’s 1.2), and a barrier starting weapon. Pairs Solaris-standard armor 5 with the lowest speed and acceleration of any Solaris hull at ★1, and the only sub-baseline Solaris drag value (0.34 vs the faction’s 0.42 norm).

Identity

FieldValue
Factionsolaris
Raritycommon
Display gradeC
Outline colorffffff
Accent color#333333
Ship classmedium
Starting weaponbarrier L1

Star-1 stats

StatValue
HP100
Shield95
Armor5
Speed100
Acceleration100
Drag0.34
Turn rate0.10
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 scale1.0

Star deltas

Only ★1 and ★5 entries exist for Hauler. Intermediate stars lerp linearly with t = (star − 1) / 4 over the four endpoints that differ; every other field is constant across all five stars.

StarHPShieldAccelerationWeapon damage %
★11009510010
★2106.25101106.2510.625
★3112.5107112.511.25
★4118.75113118.7511.875
★512511912512.5

Star tier never changes starting weapon (always barrier L1), faction, rarity, hitbox, drive feel, ship scale, weapon-slot count, drag, turn rate, or armor — only the four lerped numerics above plus the mod backpack grid size.

XP and grid progression follow the global curve:

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 a linear thrust ramp and a back-loaded brake — coast is light at speed, then settles hard near zero. With the faction-low drag value of 0.34 (versus 0.42 on Cargo and most other Solaris hulls) the hull glides further per acceleration unit but still benefits from the back-loaded brake settle. Heat curve is fully disabled (0 buildup / 0 cooldown), so the overheat-boost loop never engages.

Hitbox

No entry in the per-hull hitbox table. The runtime resolves to the default octagon fallback at the rendered sprite size, which logs a one-time warning per hull and a Supabase + Sentry diag ping. Regenerating the sprite hitbox file would replace this with a convex polygon derived from the sprite alpha.

PropertyValue
Sourcefallback octagon
Vertex count8
X range-0.900 to 0.900
Y range-0.900 to 0.900

Fallback vertices (x, y):

#XY
1-0.9000.370
2-0.900-0.370
3-0.370-0.900
40.370-0.900
50.900-0.370
60.9000.370
70.3700.900
8-0.3700.900

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

  • Missing hitbox entries. Hauler is one of several hulls with no entry in the per-hull hitbox table and runs on the default fallback octagon — same coarse shape as every other missing hull. Worth a single canonical “Missing hitboxes” list on the ships hub (or hull-hitboxes.md) so per-entity pages can stop describing the fallback shape inline.
  • Hauler vs Cargo redundancy. Hauler and Cargo are both common-rarity Solaris freighters with overlapping stats (same HP/shield/armor/weapon-slot pattern, same passive, same star-5 deltas). The two pages currently duplicate the entire ★5-delta paragraph and the XP/grid table — both belong on the ships hub once and link from each entity page.
  • Sub-baseline drag value (0.34). The 0.34 drag is unique among Solaris common hulls (Cargo is 0.42) and aligns Hauler with the Prism family’s drag profile rather than the faction default. Worth flagging on ships.md as a per-faction outlier rather than re-explaining on each per-entity page.
  • Barrier starting weapon overlap. Hauler, Armada, and Princess all start with barrier L1. Solaris-faction starting-weapon distribution belongs in the faction roll-up on ships.md so individual pages don’t need to mention faction-mate starts.
  • Lerped per-star endpoints with no per-hull pin. Same convention as Cargo — only ★1 and ★5 entries exist, so the worked lerp table is identical structure across all “no-pin” hulls. A single canonical worked example on ships.md would let entity pages skip the formula recap.