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How materials work: everything is data.

Every block, ingot and plank in Mantlenaut is a material with numbers behind it. Those numbers decide how hard it is to dig, how hot it must be to melt and what a tool made of it can do.

Blocks and pieces

Things you carry come in two sizes:

  • A block is a whole block of a material. It can be placed in any shape. It counts as 4 units.
  • A piece is a quarter block: 1 unit. The game names pieces by what the material is: a wood piece is a Stick, a metal or alloy piece an Ingot, rock and glass pieces are Shards, and a mineral or ore piece is a Chunk. Fibre, seeds, food and the like keep their plain names. A liquid comes as a Barrel.

Crafting counts units, so blocks and pieces mix freely. If a recipe needs fewer units than a block holds, the spare units come back as pieces. A stack holds up to 99. Your bag has an 8-slot belt and a 32-slot grid.

Every block you break drops itself, so any material you can mine you can build with.

Six categories

CategoryWhat it coversExamples
ElementPure metals and other elementsIron, Copper, Gold, Sulfur, Graphite
MineralRocks, ores, gems, soilsStone, Hematite, Ruby, Clay
AlloyMetals melted togetherBronze, Steel, Nova Alloy
CompoundMade by reaction or firing, and liquidsGlass, Brick, Gunpowder, Water
OrganicLiving and once-living thingsOak, Leather, Wool, Plant Fibre
ExoticRare deep, space and legendary stuffPyrrhonite, Stellarite, boss trophies

What the properties mean

You can read most of these in the Codex entry of any material.

PropertyWhat it decides
HardnessHow long a block takes to break, and which tool tier is needed. See Tools and tiers. Also its armour and tool value.
DensityWeight. Dense metals make heavy, slow heads, but good radiation shields. Light, flexible materials make dive tanks that hold more air.
Melting pointHow hot a furnace must be to smelt it, how hot a furnace made of it can run, and how well a suit shell resists heat. See Smelting and fuel.
Boiling pointWhere it becomes a gas.
Thermal conductivityHow fast heat moves through it. A shell that conducts poorly insulates better.
Electrical conductivityHow well it carries power.
ReactivityHow eagerly it reacts. An alloy with enough Chromium becomes stainless.
Flammability and fuelWhether it burns and how hot and long. Fuel is in MJ per kg.
ToxicityPoisonous materials such as Lead, Mercury, Cinnabar and Beryllium.
RadioactivityUranium, Thorium and some deep materials. See the Radiation Cape in Suits and armour.
LuminosityGlowing materials give light.
MagnetismIron, Cobalt, Neodymium and similar are magnetic.
Elasticity and brittlenessTogether they give toughness: how well a tool or suit resists chipping. Brittle materials like flint and obsidian make poor long-lasting heads.
OpacityHow see-through it is.
NutritionFood value.
RarityHow scarce it is. Rarer materials are worth more in trade.

Every material also carries tags such as metal, wood, rock, gem, fibre, fuel and crystal. Recipes use these, which is why many ask for "any wood" or "any metal" and let you choose.

What recipes mean by a group

Recipe saysIt accepts
woodany wood
fibre or hideplant fibre, cotton, wool, silk, leather, raw hide and similar
stone, clay, brick or metalany rock, ceramic, building material, clay, metal or alloy
stone or brickany rock, building material or ceramic
glass or crystalglass, stained glass or any crystal
metalany metal or alloy
fuelany solid that burns
Nova Alloy or stellaritethose two only

Items made or won, such as sprinklers, treasure maps, Guardian's Crests and Gate relics, do not count toward these groups, so you cannot accidentally spend them.

Where the first materials come from

You start with bare hands. Breaking things drops starter parts:

BreakChance of
Leavesa Stick of that tree's wood 30%, Plant Fibre 22%
Gravela Flint shard 52.5%
TurfPlant Fibre 20%, Flint 9%, Wild Seeds 14%
Other soil (hardness 0.6 or more)a Flint shard 10.5%
CactusPlant Fibre 30%
Willow woodWillow Bark 25%

That gives you what you need for a flint tool: see Getting started.

Known and unknown materials

Real-world materials such as Iron and Copper are always identified when you pick them up. The ores and metals of a planet's depths, and all the invented ones, show as Unidentified ore, Unidentified metal, Unidentified crystal, Unidentified organic or Unidentified anomaly. You find out their properties by analysing a sample at a Lab Bench: three stages of 5 seconds each. After that you can give the material a name of your own (up to 32 letters, numbers, spaces, apostrophes and hyphens). See Research and the Lab Bench.

The Codex records a material the first time you hold it. It shows how many known materials you have found and how many invented ones, and how many of those are identified.

Invented materials

Beyond the table of real-style materials, the universe invents more. They are generated deterministically from the planet and the layer, so everyone on a planet finds the same ones. Their names are made up, and their numbers follow the layer: deeper means harder and denser. Some are glowing, some radioactive, some superconducting, and a few are gems. Alloys and compounds you make yourself blend the properties of their ingredients: see Alloys and the Forge.

More about materials

← Back to the wiki · Last updated 25 October 2026. Mantlenaut is in alpha, so things change.