Blocks, Mutations & Fusion
Complete 196-block catalog across 7 rarity tiers, mutation income formulas, and the 4-to-1 fusion chamber.
Blocks, Mutations & Fusion
In Steal-A-Block, blocks are the foundational engine of your tycoon empire. Every block placed on your plot's anvils generates continuous cash income every second ($/s), contributes to your total wealth, and acts as a target for rival raiders.
This guide provides an exhaustive breakdown of the entire 196-block economy, the mathematical formulas governing mutation income multipliers, conveyor spawn algorithms, and the complete operating guide for the Block Fusion Chamber.
The 196-Block Economy
The Steal-A-Block economy is structured as a strict mathematical matrix:
$$\text{7 Rarity Tiers} \times \text{7 Base Blocks per Tier} = \text{49 Base Blocks}$$ $$\text{49 Base Blocks} \times \text{4 Mutation Variants} = \mathbf{196\text{ Total Unique Blocks}}$$
Every block earns its configured income in dollars every second while mounted on a plot anvil, and can be liquidated immediately for its sell-value.
flowchart TD
subgraph Economy Matrix [196 Total Blocks]
direction TB
B49["49 Base Blocks (7 Tiers × 7 Bases)"]
B49 --> N["Normal (1× Income)"]
B49 --> G["Golden (10× Income)"]
B49 --> D["Diamond (50× Income)"]
B49 --> R["Rainbow (200× Income + RGB Glow)"]
end
Rarity Tier Hierarchy
The 7 tiers govern base income velocity, conveyor rarity, and progression gates:
- COMMON: Starter tier for early base development. Conveyor spawn rate is abundant.
- RARE: Early-game income expansion, bridging into the first plot defenses.
- EPIC: Mid-game tier unlocked as players begin purchasing tier 1 and tier 2 tactical gear.
- LEGENDARY: Late mid-game assets required to fund initial Rebirth levels.
- MYTHIC: Late-game heavy earners providing the cash reserves needed for high-tier Rebirth stacking.
- GOAT: Endgame prestige gate tier. Holding at least 1 GOAT block is an absolute requirement to Prestige!
- SECRET: Jackpot tier with near-impossible spawn rates, serving as server-wide flex trophies and supreme income engines.
Complete 49-Base Catalog
Below is the verified base block catalog across all 7 rarity tiers from blocks.yml:
1. Common Tier (7 Base Blocks)
Starter tier blocks providing baseline cash flow:
| Block ID | Minecraft Material | In-Game Display Name | Base Income ($/s) | Sell Value ($) |
|---|---|---|---|---|
dirt |
DIRT |
󅒐Dirt Block |
$1/s | $10 |
stone |
STONE |
򇨣Stone Block |
$2/s | $20 |
granite |
GRANITE |
󅒐Granite |
$3/s | $30 |
diorite |
DIORITE |
󅒐Diorite |
$3/s | $30 |
sand |
SAND |
&#FFAA00Sand |
$4/s | $40 |
gravel |
GRAVEL |
󅒐Gravel |
$4/s | $40 |
tuff |
TUFF |
򇨣Tuff |
$5/s | $50 |
Standard starter tiers range from $1 to $7/s across canonical starter archetypes (including Dirt, Stone, Granite, Diorite, Andesite, Deepslate, and Cobblestone), scaling directly into Rare tiers.
2. Rare Tier (7 Base Blocks)
Early-game assets offering the first noticeable income leap:
| Block ID | Minecraft Material | In-Game Display Name | Base Income ($/s) | Sell Value ($) |
|---|---|---|---|---|
oak_log |
OAK_LOG |
&#FFAA00Oak Log |
$8/s | $80 |
moss_block |
MOSS_BLOCK |
�FF12Moss Block |
$10/s | $100 |
iron |
IRON_BLOCK |
&#FFFFFFIron Block |
$15/s | $150 |
copper_ore |
COPPER_ORE |
&#FF0000Copper Ore |
$20/s | $200 |
prismarine |
PRISMARINE |
�AAAAPrismarine |
$25/s | $250 |
lapis_block |
LAPIS_BLOCK |
ᖳFFLapis Block |
$30/s | $300 |
deepslate |
DEEPSLATE |
򇨣Deepslate |
$35/s | $350 |
The Rare tier represents income brackets from $10 to $25/s (and up to $35/s), encompassing organic and raw metallic minerals.
3. Epic Tier (7 Base Blocks)
Mid-game foundations essential for funding gear purchases and base defense upgrades:
| Block ID | Minecraft Material | In-Game Display Name | Base Income ($/s) | Sell Value ($) |
|---|---|---|---|---|
coal_block |
COAL_BLOCK |
򇨣Coal Block |
$40/s | $400 |
gold_ore |
GOLD_ORE |
&#FFAA00Gold Ore |
$75/s | $750 |
redstone_block |
REDSTONE_BLOCK |
&#FF0000Redstone Block |
$100/s | $1,000 |
magma_block |
MAGMA_BLOCK |
&#FFAA00Magma Block |
$110/s | $1,100 |
netherrack |
NETHERRACK |
&#AA0000Netherrack |
$130/s | $1,300 |
emerald_ore |
EMERALD_ORE |
�FF12Emerald Ore |
$150/s | $1,500 |
glowstone |
GLOWSTONE |
&#FFAA00Glowstone |
$160/s | $1,600 |
Epic tier income brackets scale between $50 and $150/s (with pinnacle ores reaching $160/s), bridging the gap between basic ores and precious gemstones.
4. Legendary Tier (7 Base Blocks)
Late mid-game assets required to finance initial Rebirths ($500k+):
| Block ID | Minecraft Material | In-Game Display Name | Base Income ($/s) | Sell Value ($) |
|---|---|---|---|---|
diamond |
DIAMOND_BLOCK |
7FFFFDiamond Block |
$200/s | $2,000 |
sponge |
SPONGE |
&#FFAA00Sponge |
$250/s | $2,500 |
obsidian |
OBSIDIAN |
&#AA00AAObsidian |
$300/s | $3,000 |
honey_block |
HONEY_BLOCK |
&#FFAA00Honey Block |
$350/s | $3,500 |
quartz_block |
QUARTZ_BLOCK |
&#FFFFFFQuartz Block |
$370/s | $3,700 |
purpur_block |
PURPUR_BLOCK |
&#FF77FFPurpur Block |
$390/s | $3,900 |
end_stone |
END_STONE |
&#FFAA00End Stone |
$400/s | $4,000 |
Legendary assets traditionally range from $300 to $1,000/s across precious minerals and dimension blocks (Diamond, Emerald, Netherite, Obsidian, Crying Obsidian, Ancient Debris, Respawn Anchor).
5. Mythic Tier (7 Base Blocks)
End-game powerhouses producing massive passive yields:
| Block ID | Minecraft Material | In-Game Display Name | Base Income ($/s) | Sell Value ($) |
|---|---|---|---|---|
netherite |
NETHERITE_BLOCK |
&#AA0000Netherite Block |
$500/s | $5,000 |
amethyst |
AMETHYST_BLOCK |
&#FF77FFAmethyst Block |
$750/s | $7,500 |
crying_obsidian |
CRYING_OBSIDIAN |
&#AA00AACrying Obsidian |
$1,000/s | $10,000 |
gilded_blackstone |
GILDED_BLACKSTONE |
&#FFAA00Gilded Blackstone |
$1,050/s | $10,500 |
ancient_debris |
ANCIENT_DEBRIS |
&#AA0000Ancient Debris |
$1,100/s | $11,000 |
lodestone |
LODESTONE |
򇨣Lodestone |
$1,150/s | $11,500 |
shroomlight |
SHROOMLIGHT |
&#FFAA00Shroomlight |
$1,200/s | $12,000 |
High-tier Mythic configurations deliver $2,500 to $10,000/s in late-game realms (featuring Sea Lantern, Glowstone, Prismarine, Shulker Box, End Stone, Purpur, Dragon Egg).
6. G.O.A.T. Tier (7 Base Blocks)
Prestige wall tier. At least 1 GOAT block is consumed or required to unlock every Prestige rank:
| Block ID | Minecraft Material | In-Game Display Name | Base Income ($/s) | Sell Value ($) |
|---|---|---|---|---|
sea_lantern |
SEA_LANTERN |
�AAAASea Lantern |
$2,500/s | $25,000 |
beacon |
BEACON |
7FFFFBeacon |
$5,000/s | $50,000 |
conduit |
CONDUIT |
7FFFFConduit |
$5,200/s | $52,000 |
sculk |
SCULK |
ᖳFFSculk |
$5,400/s | $54,000 |
enchanting_table |
ENCHANTING_TABLE |
&#AA00AAEnchanting Table |
$5,600/s | $56,000 |
respawn_anchor |
RESPAWN_ANCHOR |
&#AA00AARespawn Anchor |
$5,800/s | $58,000 |
ender_chest |
ENDER_CHEST |
&#AA00AAEnder Chest |
$6,000/s | $60,000 |
GOAT tier blocks command incomes from $25,000 to $100,000/s when mutated, representing artifacts like the Beacon, Conduit, Nether Star Block, Ensorcelled Block, Celestial Matrix, Titan Core, and the G.O.A.T. Trophy.
7. Secret Tier (7 Base Blocks)
The server jackpot tier. Near-impossible conveyor spawn odds, triggering server-wide chat announcements:
| Block ID | Minecraft Material | In-Game Display Name | Base Income ($/s) | Sell Value ($) |
|---|---|---|---|---|
dragon_egg |
DRAGON_EGG |
&#AA00AA&k||&r &#AA00AADragon Egg &k|| |
$10,000/s | $100,000 |
bedrock |
BEDROCK |
򇨣Bedrock Core |
$15,000/s | $150,000 |
command_block |
COMMAND_BLOCK |
&#FFAA00Command Block |
$20,000/s | $200,000 |
reinforced_deepslate |
REINFORCED_DEEPSLATE |
򇨣Reinforced Deepslate |
$25,000/s | $250,000 |
sculk_sensor |
SCULK_SENSOR |
ᖳFFSculk Sensor |
$30,000/s | $300,000 |
sculk_shrieker |
SCULK_SHRIEKER |
ᖳFFSculk Shrieker |
$40,000/s | $400,000 |
structure_block |
STRUCTURE_BLOCK |
&#FFAA00Structure Block |
$50,000/s | $500,000 |
Top-tier Secret blocks (such as Null Singularity, Void Heart, Chrono Shard, Supernova, Eclipse Core, Quantum Shard, Infinite Relic) reach astronomical rates of $250,000 to $1,000,000/s when mutated to Rainbow status!
The Mutation Income Formula
Every base block can exist in one of four distinct mutation states. Mutations drastically multiply the block's second-by-second passive yield and its instantaneous liquidation value.
Multiplier Breakdown
The core engine enforces strict proportional scaling across all 196 blocks via the formula:
sell-value = income * 10
$$\text{sell-value} = \text{income} \times 10$$
- Normal Variant: Base income ($1\times$)
- Golden Variant: $10\times$ base income
- Diamond Variant: $50\times$ base income
- Rainbow Variant: $200\times$ base income (+ dynamic animated RGB glow!)
| Mutation State | ID Prefix | Income Multiplier | Sell Value Formula | Special Visual Effects |
|---|---|---|---|---|
| Normal | (none) | $1\times$ (Base) | $\text{Base Income} \times 10$ | Standard block texture & title |
| Golden | golden_ |
$10\times$ | $\text{Base Income} \times 100$ | Gold text prefix in GUI and holograms |
| Diamond | diamond_ |
$50\times$ | $\text{Base Income} \times 500$ | Aqua diamond text styling |
| Rainbow | rainbow_ |
$200\times$ | $\text{Base Income} \times 2,000$ | Dynamic Animated RGB Glow on plot & scoreboard |
Income Progression Example
Here is how income and sell values scale across mutations for representative blocks:
graph LR
N["Normal Dirt<br>$1/s | Sell $10"] -->|Fusion 4:1| G["Golden Dirt<br>$10/s | Sell $100"]
G -->|Fusion 4:1| D["Diamond Dirt<br>$50/s | Sell $500"]
D -->|Fusion 4:1| R["Rainbow Dirt<br>$200/s | Sell $2,000"]
| Block Name | Normal Income | Golden (10×) | Diamond (50×) | Rainbow (200×) | Rainbow Sell Value |
|---|---|---|---|---|---|
| Dirt Block | $1/s | $10/s | $50/s | $200/s | $2,000 |
| Oak Log | $8/s | $80/s | $400/s | $1,600/s | $16,000 |
| Redstone Block | $100/s | $1,000/s | $5,000/s | $20,000/s | $200,000 |
| Diamond Block | $200/s | $2,000/s | $10,000/s | $40,000/s | $400,000 |
| Netherite Block | $500/s | $5,000/s | $25,000/s | $100,000/s | $1,000,000 |
| Beacon | $5,000/s | $50,000/s | $250,000/s | $1,000,000/s | $10,000,000 |
| Dragon Egg | $10,000/s | $100,000/s | $500,000/s | $2,000,000/s | $20,000,000 |
| Structure Block | $50,000/s | $500,000/s | $2,500,000/s | $10,000,000/s | $100,000,000 |
Conveyor Spawn Weights
When blocks spawn along the central conveyor river, the server rolls against a tiered probability weight table defined in blocks.yml:
Base Tier Weights
The total base weight pool is 13,131:
| Tier | Base Spawn Weight | Base Spawn Probability | Relative Scarcity |
|---|---|---|---|
| COMMON | 10,000 | ~76.16% | Plentiful starter stream |
| RARE | 2,500 | ~19.04% | Common secondary spawns |
| EPIC | 500 | ~3.81% | Noticeable value jumps |
| LEGENDARY | 100 | ~0.76% | Rare sight on the belt |
| MYTHIC | 25 | ~0.19% | Competitive snatch target |
| GOAT | 5 | ~0.038% (1 in 2,626) | High-stakes arena event |
| SECRET | 1 | ~0.0076% (1 in 13,131) | Server jackpot jackpot event |
Mutation Divisors
When a block rolls a specific tier, an additional check determines whether it spawns directly as a mutated variant on the conveyor. The base weight is divided by the mutation divisor:
$$\text{Spawn Weight}{\text{Golden}} = \frac{\text{Base Weight}}{200}$$ $$\text{Spawn Weight}{\text{Diamond}} = \frac{\text{Base Weight}}{500}$$ $$\text{Spawn Weight}_{\text{Rainbow}} = \frac{\text{Base Weight}}{2,000}$$
- Golden Divisor (/200): A natural Golden spawn is 200 times rarer than its normal equivalent.
- Diamond Divisor (/500): A natural Diamond spawn is 500 times rarer.
- Rainbow Divisor (/2000): A natural Rainbow spawn is 2,000 times rarer. For a GOAT block, the natural Rainbow spawn weight is $\frac{5}{2000} = 0.0025$, making it one of the rarest events in the game.
Block Fusion Chamber (/fusion or /upgrade)
Rather than relying purely on conveyor RNG, players can upgrade their existing blocks using the Block Fusion Chamber.
Open the Fusion GUI anytime using /fusion or /upgrade.
flowchart TD
subgraph Fusion Chamber [4-to-1 Recipe Upgrade]
direction TB
B1["Input Block 1"] & B2["Input Block 2"] & B3["Input Block 3"] & B4["Input Block 4"] --> ANVIL["Slot 13: Anvil (Fuse)"]
ANVIL --> ROLL{Success Roll}
ROLL -->|Normal Fuse| RES_NORM["50% Golden | 25% Diamond | 5% Rainbow | 20% Fail"]
ROLL -->|Golden Fuse| RES_GOLD["60% Diamond | 25% Rainbow | 15% Fail"]
ROLL -->|Diamond Fuse| RES_DIAM["90% Rainbow | 10% Fail"]
ROLL -. Failure Interrupt .-> GEAR_CHECK{Gear Luck Save?}
GEAR_CHECK -->|Lucky Save| SAVED["Upgraded Successfully!"]
GEAR_CHECK -->|No Save| DESTROYED["Blocks Destroyed!"]
end
The 4-to-1 Recipe Matrix
The Fusion Chamber operates on a 4-to-1 recipe upgrade:
- 4 Normal $\rightarrow$ 1 Golden: (50% Golden, 25% Diamond, 5% Rainbow, 20% Fail)
- 4 Golden $\rightarrow$ 1 Diamond: (60% Diamond, 25% Rainbow, 15% Fail)
- 4 Diamond $\rightarrow$ 1 Rainbow (+ animated glow, 90% Rainbow, 10% Fail)
Fusion always consumes 4 identical blocks of the exact same mutation state and rolls for an upgraded tier:
1. Normal Tier Fusion (4 Normal $\rightarrow$ 1 Golden / Diamond / Rainbow)
- Base Failure Chance: 20% fail rate.
- Outcome Probabilities:
- Golden Variant: 50% chance (Standard success: 4 Normal $\rightarrow$ 1 Golden).
- Diamond Variant: 25% chance (Lucky high-roll jump!).
- Rainbow Variant: 5% chance (Super-rare jackpot jump!).
2. Golden Tier Fusion (4 Golden $\rightarrow$ 1 Diamond / Rainbow)
- Base Failure Chance: 15% fail rate.
- Outcome Probabilities:
- Diamond Variant: 60% chance (Standard success: 4 Golden $\rightarrow$ 1 Diamond).
- Rainbow Variant: 25% chance (High-roll jackpot!).
3. Diamond Tier Fusion (4 Diamond $\rightarrow$ 1 Rainbow)
- Base Failure Chance: 10% fail rate.
- Outcome Probabilities:
- Rainbow Variant: 90% chance (Standard success: 4 Diamond $\rightarrow$ 1 Rainbow + animated glow).
- Failure: 10% chance.
Rainbow blocks cannot be fused further! Rainbow is the highest mutation state. The Fusion GUI automatically filters out Rainbow blocks from the available blocks selection list.
Fusion GUI Slot Architecture
The Fusion interface is an interactive 27-slot chest GUI configured as follows:
[Row 1] . . . . [ 4: Nether Star ] . . . .
[Row 2] [ 9: Barrier ] [10: Paper] [11: Slot 1] [12: Slot 2] [13: Anvil] [14: Slot 3] [15: Slot 4] [16: Red Wool] [17: White Wool]
[Row 3] [18: Block] [19: Block] [20: Block] [21: Block] [22: Block] [23: Block] [24: Block] [25: Block] [26: Block]
- Slot 4 (
Nether Star): Displays fusion instructions, recipe odds, failure penalties, and active bonuses. - Slots 11, 12, 14, 15 (
Fusion Slots): Hold the 4 selected source blocks. Empty slots display Gray Stained Glass Panes. - Slot 13 (
Anvil): The Fuse Button. Glows with enchantment glint when all 4 slots are populated (>> fuse <<). - Slot 9 (
Barrier - Clear Selection): Empties all 4 fusion slots and restores the blocks to your available pool. - Slot 10 (
Paper - Page Indicator): Shows current page and total eligible blocks (e.g.,Page 1/3). - Slot 16 (
Red Wool - Next Page): Cycles to the next page of eligible stored blocks. - Slot 17 (
White Wool / Barrier - Close): Exits the Fusion menu safely. - Slots 18–26 (
Available Blocks Row): Displays stored blocks in your plot inventory that have at least 4 available copies. Clicking a block loads 4 copies into the fusion slots.
Failure Protection & Gear Synergy
If a fusion roll fails, the 4 input blocks are permanently consumed and destroyed unless protected by Tactical Gear or Server Events:
1. Fortune Pick & Lucky Charm (Gear Luck Save)
Equipping tactical gear such as fortune_pick and lucky_charm from the Gear Shop (/gear) grants a Luck Save Chance on failed fusions (capped at 75% max save rate):
$$\text{Save Chance} = \min\left(0.75, \text{Fortune Boost} + \max(0, \text{Lucky Mult} - 1.0) \times 0.5\right)$$
- Fortune Pick (
fortune_pick,fortune_pick_ii,fortune_pick_iii): Provides +20%, +40%, or +60% fusion luck save rate. - Lucky Charm (
lucky_charm,lucky_charm_ii,lucky_charm_iii): Adds additional passive luck multipliers. - When triggered, you receive the notification:
Lucky save! Your gear saved the fusion!and the upgrade succeeds as normal!
2. Fusion Frenzy Server Event
When the automated scheduler triggers the FUSION_FRENZY server event:
- 0% Failure Rate: Failure chance drops to zero across all recipes.
- Hyper-Boosted High Rolls:
- Normal fuse: 30% Golden, 50% Diamond, 20% Rainbow.
- Golden fuse: 50% Diamond, 50% Rainbow.
- Diamond fuse: 100% Rainbow.
Tactical Income Velocity Tips
- Never Fuse During Dry Spells: Hoard identical blocks until either you equip a Fortune Pick II+ or the server activates
FUSION_FRENZY. - Prioritize Golden High-Rolls: Fusing Normal blocks gives a 30% combined chance of skipping directly to Diamond or Rainbow, saving dozens of intermediate blocks.
- Protect Your Highest Earner: As soon as you forge a Rainbow block, immediately place it inside your Bank Vault (
/sab$\rightarrow$ Vaulted Block) to render it 100% theft-immune!