- Home
- Wiki: How materials work
Wiki
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
| Category | What it covers | Examples |
|---|---|---|
| Element | Pure metals and other elements | Iron, Copper, Gold, Sulfur, Graphite |
| Mineral | Rocks, ores, gems, soils | Stone, Hematite, Ruby, Clay |
| Alloy | Metals melted together | Bronze, Steel, Nova Alloy |
| Compound | Made by reaction or firing, and liquids | Glass, Brick, Gunpowder, Water |
| Organic | Living and once-living things | Oak, Leather, Wool, Plant Fibre |
| Exotic | Rare deep, space and legendary stuff | Pyrrhonite, Stellarite, boss trophies |
What the properties mean
You can read most of these in the Codex entry of any material.
| Property | What it decides |
|---|---|
| Hardness | How long a block takes to break, and which tool tier is needed. See Tools and tiers. Also its armour and tool value. |
| Density | Weight. Dense metals make heavy, slow heads, but good radiation shields. Light, flexible materials make dive tanks that hold more air. |
| Melting point | How 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 point | Where it becomes a gas. |
| Thermal conductivity | How fast heat moves through it. A shell that conducts poorly insulates better. |
| Electrical conductivity | How well it carries power. |
| Reactivity | How eagerly it reacts. An alloy with enough Chromium becomes stainless. |
| Flammability and fuel | Whether it burns and how hot and long. Fuel is in MJ per kg. |
| Toxicity | Poisonous materials such as Lead, Mercury, Cinnabar and Beryllium. |
| Radioactivity | Uranium, Thorium and some deep materials. See the Radiation Cape in Suits and armour. |
| Luminosity | Glowing materials give light. |
| Magnetism | Iron, Cobalt, Neodymium and similar are magnetic. |
| Elasticity and brittleness | Together they give toughness: how well a tool or suit resists chipping. Brittle materials like flint and obsidian make poor long-lasting heads. |
| Opacity | How see-through it is. |
| Nutrition | Food value. |
| Rarity | How 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 says | It accepts |
|---|---|
| wood | any wood |
| fibre or hide | plant fibre, cotton, wool, silk, leather, raw hide and similar |
| stone, clay, brick or metal | any rock, ceramic, building material, clay, metal or alloy |
| stone or brick | any rock, building material or ceramic |
| glass or crystal | glass, stained glass or any crystal |
| metal | any metal or alloy |
| fuel | any solid that burns |
| Nova Alloy or stellarite | those 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:
| Break | Chance of |
|---|---|
| Leaves | a Stick of that tree's wood 30%, Plant Fibre 22% |
| Gravel | a Flint shard 52.5% |
| Turf | Plant Fibre 20%, Flint 9%, Wild Seeds 14% |
| Other soil (hardness 0.6 or more) | a Flint shard 10.5% |
| Cactus | Plant Fibre 30% |
| Willow wood | Willow 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.