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Slabs and connected glass
Use slabs for porches, half-height floors and ceilings, and Glass for clear workshop windows.
| Material | Make it | Result |
|---|---|---|
| Wooden Slab | Three Planks in a horizontal workbench row | Six slabs |
| Stone Slab | Three Stone in a horizontal workbench row | Six slabs |
| Glass | Smelt one Sand in a Furnace or Electric Furnace | One Glass |
Stone comes from smelting Cobblestone. Glass still works in all its existing component recipes.
Aim at the top of a block to place a lower slab. Aim at an underside to place an upper slab. On a side, the half you point at determines the half that fills.
Use another matching slab on the exposed half to combine them into a full block. This consumes one more slab; mining the combined block returns two slabs. Wooden and stone slabs do not mix. Pick Block selects the ordinary slab item even when aimed at an upper or combined block.
You can walk up a lower slab without jumping when there is headroom. Selection and collision follow its actual half-height shape. Stone slabs need a wooden pickaxe or better. An upper or combined slab has a full top surface for supported attachments; a lower slab does not. Slabs cannot share their cell with water.
Place Glass blocks beside each other in a flat wall. Their shared borders disappear, leaving a continuous lightly tinted window with a thin outer rim. Corners join around openings, and the same connection rules continue across terrain chunk boundaries. Removing one block restores the rim around the gap. Glass remains solid and can be recovered by mining.



Actual Windows player captures, October 2, 2026. This supplied construction fixture demonstrates appearance and placement; it is separate from the ordinary Survival route. Frame-rate measurements are deferred.
Rivet Reach · © Starbugstone · All rights reserved. These guides describe the current playable alpha.
Rivet Reach field guide
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Workshop components — craft Cogs, Plates, Rivets and your first machine parts.
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Tools and durability — faster tiers, remaining uses and worn-tool storage.
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Electric Furnace — smelting and cooking with electricity.
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Lava — deep lakes, buckets and burning hazards.
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Floater — hovering stone enemies and Floater Rock drops.
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Farming and cooking — wild crops, fibre and basic/electric food preparation.
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Food and hunger — eating, saturation and meal planning.
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Mobs — Rustback beetles, Dusk prowlers and Floaters; encounters, combat and persistence.
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Compost — organic surplus, crop acceleration and bin automation.
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Lighting and underground farms — cave openings and growing with torches.
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Fishing — rod crafting, deep source-water ponds, bite timing and fish meals.
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Chickens — lead, breed and raise a persistent flock; collect eggs and cook meals.
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Building and inventory — picking blocks, sorting and farmland harvests.
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Floater spawners — rare cave rooms, lighting and independent cage populations.
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Spawn mechanics — light, floors, distances, natural populations, cage caps and persistent chickens.
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Beds and home spawn — craft a bed, set home and sleep until morning.
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Crates and warehouses — bulk storage, type locks and controller setup.
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Item-pipe routing — editable receiver priorities, compatible destinations and round-robin overflow.
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Weather — clear skies, rain, storms, shelter and saved weather.
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Renewable power — solar panels, wind turbines and parallel battery charging.
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Seeing your factory from a distance — distant machines, pipes and tanks, with a native camera tour.
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Factory stress-test gallery — actual factory, storm and farm captures from the pre-0.1.0 review.
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Slabs and connected glass — half-height building and clear joined windows.
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Exploration and navigation — ore heights, tool requirements, Home and Last death.
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Machine setup feedback — power, fuel, shaft and pipe guidance.