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Mining & Building

Mining & Building

The heart of Openverse: tear the world apart and put it back together.

Mining (breaking blocks)

Aim at a block and hold left-click. The block takes damage until it breaks and drops items into your inventory.

Block hardness

Every block has a hardness class that determines how much “HP” it has. The tougher the block, the longer it takes — and the better a tool you’ll want:

Hardness classBlock HP
0 (softest)1
140
2100
3280
4640
51,120
61,600
7 (toughest)3,200

Tools & the affinity bonus

How fast you break a block depends on your tool’s damage-per-second (DPS) and whether it’s the right type of tool for that block (its “destroyer class”). A typical tool does 40 DPS as a baseline, modified by affinity:

SituationSpeed multiplier
Preferred tool (right type, strong enough)×1.67 (fastest)
Wrong tool type×0.83
Bare hands (no tool)×0.71 (slowest)

So a pickaxe shreds stone, an axe chops wood fast, and punching a hard block with your fist is painfully slow. Break time ≈ block HP ÷ effective DPS.

Drops

What a block drops is data-driven and can change with context:

  • Base drop — the normal yield.
  • Preferred-tool drop — sometimes better drops when using the right tool.
  • Muck drop — different yields when the block is in Muck terrain.
  • Seed drop — some blocks give a bonus the first time they’re broken.

When you break a block, you briefly get priority on its drops over other nearby players.

Building (placing blocks)

Select a block in your hotbar and right-click to place it where you’re aiming. Each placement consumes one from the stack.

Rules of placement:

  • You can place flora over existing flora, but you can’t overwrite a solid block — break it first.
  • You can’t place inside terrain that’s already occupied by a group.
  • You can only build where you have permission — inside another player’s protected land you’ll be blocked.

Tools, durability & water

  • Tools have durability measured in usage time; heavy use wears them down. Keep spares or repair/recraft.
  • Some items (like the watering can) hold a resource level (water) instead — refill them at a water source.

Next: Blueprints & Groups →