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Honey, Inc. vehicles

All twelve vehicles in order, from the Base Cart to the Hexaloop Tanker, how the Shipping Depot unlocks them, and why every step up the fleet trades speed for capacity.

Honey, Inc. vehicles are the trucks and tankers that carry finished honey off the farm and turn it into cash. There are twelve of them, they are not bought from a shop, and you do not choose between them — the fleet is tied to your Shipping Depot, and raising the depot is what puts a bigger vehicle on the road. Each tanker upgrade carries dramatically more per trip than the one before it, and moves slightly slower doing it.

That tradeoff is the only real decision the fleet asks of you, and the answer is almost always the same: take the bigger vehicle. It is worth showing why with the actual numbers instead of simply asserting it, so this page lists every capacity, shows how the steps compound, and explains where speed fits in.

All twelve vehicles

Capacity is how much honey a vehicle carries on a single run. The "step up" column is each capacity divided by the one before it — arithmetic on the capacities, included to show how uneven the jumps are.

# Vehicle Capacity per trip Step up
1Base Cart17—
2Honey Wagon834.9×
3Pickup Truck1672.0×
4Small Tanker8335.0×
5Tanker Truck1,6672.0×
6Semi Tanker4,1672.5×
7Double Tanker8,3332.0×
8Advanced Tanker16,6672.0×
9Mega Tanker83,3335.0×
10Hover Transport166,6672.0×
11Quantum Transporter1,666,66710.0×
12Hexaloop Tanker16,666,66710.0×

End to end, the Hexaloop Tanker carries roughly 980,000 times what the Base Cart does. The steps are not smooth: most are doublings, but five of them are roughly five-fold or ten-fold jumps. The two largest leaps are the last two, the Quantum Transporter and the Hexaloop Tanker, each a ten-fold increase — which is why the final depot levels feel like a different game rather than a small improvement.

How vehicles unlock

Vehicles unlock through Shipping Depot level. There is no separate purchase, no fuel, no maintenance and no fleet management screen to keep on top of — the depot has twelve levels and the fleet has twelve vehicles, so depot progress and fleet progress are the same progress described two ways.

This has a practical consequence for how you spend cash. When you buy a depot level you are buying two things at once: the depot's own shipping multiplier, which climbs from a base rate of 1 to 243.8× across its twelve levels, and the next vehicle in the list. Neither the bee upgrades nor the hive tiers have a second effect like that stacked on top of them.

The fleet is a symptom, not a lever. If shipping feels slow, the fix is a depot level, not something you do to the vehicles. Nothing on this page can be bought directly.

Capacity against speed

Every vehicle has a speed as well as a capacity, and speed runs the opposite way: the smallest vehicle moves at 1.0 and the largest at 0.45. A Hexaloop Tanker is therefore a little under half as quick as a Base Cart on the same route.

Set against the capacity numbers, that penalty barely registers. Capacity grows by roughly 980,000× across the fleet while speed falls to 0.45 of its starting value — multiply the two and the largest vehicle still moves on the order of 440,000 times as much honey per unit of time as the smallest. The speed cost is real, it is just nowhere near large enough to make a smaller vehicle competitive. There is no situation in normal play where you would want the older, faster vehicle back.

What the speed drop does affect is how the farm feels. Late-fleet runs are visibly slower and less frequent, arriving in large infrequent payloads rather than a steady trickle. That changes how bursty your income looks, and makes a well-timed boost land differently than it does early on, but it does not change the direction of the tradeoff.

Shipping throughput in practice

The useful mental model is that shipping throughput comes from three things multiplied together:

All three move together as you upgrade the depot, which is why shipping tends to improve in noticeable jumps rather than gradually. It also explains a common confusion: players who feel their shipping is weak often have plenty of depot levels but nothing to ship. Throughput is a ceiling on how fast honey leaves the farm, not a source of honey. If your storage sits near empty, the answer is upstream — more bees, more hives, a higher Bee Colony level — and the buildings page covers how to tell which link in the chain is actually the slow one.

Reading your own farm. Honey piling up to the storage cap means the depot is behind. Vehicles leaving part-loaded, or storage hovering near empty, means production is behind. Only the first of those is a fleet problem.

Research that touches the fleet

The fleet is not upgraded directly, but the research tree contains groups whose names point squarely at shipping — Shipping Speed I, Titanium Alloy Vehicles and Anti-Gravity Vehicle Upgrades among them. The epic research track, bought with Honeycombs and kept through resets, includes Fleet Negotiations and Transport Industry Lobbying. Those pages cover what each one does; the point here is that shipping has upgrade paths outside the depot itself.

The fleet across resets

Vehicles are part of the farm, so they follow the farm's fate. Reincarnating resets the depot and with it the fleet, in exchange for Royal Jellies and their permanent earnings bonus. Switching to a new entry in the honey type list likewise starts a fresh farm at that type's base value, which means climbing the fleet again — but each honey type is worth far more per unit, so the second climb pays better than the first.

Because the depot governs both shipping and the fleet, it is one of the more direct contributors to farm value, the measure the game uses in place of a player level. Shipping also keeps running while you are away, within the rules set out on the offline progress page. If you are early in a run and unsure where cash should go first, beginner tips is the place to start.

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