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:

  1. COMMON: Starter tier for early base development. Conveyor spawn rate is abundant.
  2. RARE: Early-game income expansion, bridging into the first plot defenses.
  3. EPIC: Mid-game tier unlocked as players begin purchasing tier 1 and tier 2 tactical gear.
  4. LEGENDARY: Late mid-game assets required to fund initial Rebirth levels.
  5. MYTHIC: Late-game heavy earners providing the cash reserves needed for high-tier Rebirth stacking.
  6. GOAT: Endgame prestige gate tier. Holding at least 1 GOAT block is an absolute requirement to Prestige!
  7. 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 &#808080Dirt Block $1/s $10
stone STONE &#555555Stone Block $2/s $20
granite GRANITE &#808080Granite $3/s $30
diorite DIORITE &#808080Diorite $3/s $30
sand SAND &#FFAA00Sand $4/s $40
gravel GRAVEL &#808080Gravel $4/s $40
tuff TUFF &#555555Tuff $5/s $50
Note

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 &#00FF12Moss Block $10/s $100
iron IRON_BLOCK &#FFFFFFIron Block $15/s $150
copper_ore COPPER_ORE &#FF0000Copper Ore $20/s $200
prismarine PRISMARINE &#00AAAAPrismarine $25/s $250
lapis_block LAPIS_BLOCK &#5555FFLapis Block $30/s $300
deepslate DEEPSLATE &#555555Deepslate $35/s $350
Tip

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 &#555555Coal 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 &#00FF12Emerald Ore $150/s $1,500
glowstone GLOWSTONE &#FFAA00Glowstone $160/s $1,600
Note

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 &#55FFFFDiamond 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
Note

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 &#555555Lodestone $1,150/s $11,500
shroomlight SHROOMLIGHT &#FFAA00Shroomlight $1,200/s $12,000
Note

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 &#00AAAASea Lantern $2,500/s $25,000
beacon BEACON &#55FFFFBeacon $5,000/s $50,000
conduit CONDUIT &#55FFFFConduit $5,200/s $52,000
sculk SCULK &#5555FFSculk $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
Important

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 &#555555Bedrock Core $15,000/s $150,000
command_block COMMAND_BLOCK &#FFAA00Command Block $20,000/s $200,000
reinforced_deepslate REINFORCED_DEEPSLATE &#555555Reinforced Deepslate $25,000/s $250,000
sculk_sensor SCULK_SENSOR &#5555FFSculk Sensor $30,000/s $300,000
sculk_shrieker SCULK_SHRIEKER &#5555FFSculk Shrieker $40,000/s $400,000
structure_block STRUCTURE_BLOCK &#FFAA00Structure Block $50,000/s $500,000
Important

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.
Warning

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

  1. Never Fuse During Dry Spells: Hoard identical blocks until either you equip a Fortune Pick II+ or the server activates FUSION_FRENZY.
  2. Prioritize Golden High-Rolls: Fusing Normal blocks gives a 30% combined chance of skipping directly to Diamond or Rainbow, saving dozens of intermediate blocks.
  3. 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!
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