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Tools and durability
Better materials make your pickaxe mine stone and ore faster, and your axe cut wood faster. Better tools also last longer.
| Material | Speed on suitable blocks | Uses before breaking |
|---|---|---|
| Wood | 2× | 64 |
| Stone | 4× | 128 |
| Copper | 5× | 256 |
| Iron | 6× | 512 |
| Diamond | 8× | 1,536 |
These durability values apply to pickaxes, axes, swords, shovels and hoes of each material. A pickaxe still needs the right material grade to mine an ore; a faster axe cannot replace a pickaxe.
The bar beneath each inventory or hotbar tool shows its remaining durability, changing from green toward red as it wears. Hover over it in inventory, or select it in the hotbar, to see the exact number of uses remaining.


These captures show the 2026-09-19 tool update in the game.
- Breaking a block costs one use. A whole natural tree felled with an axe costs one use for the initial cut.
- Landing a hit with a tool or sword costs one use.
- Tilling soil or harvesting/replanting with a hoe costs one use.
- A Wrench lasts 256 successful pipe-end adjustments.
- A Fishing Rod lasts 128 successful catches.
Your final use still completes, then the exhausted tool breaks and disappears. Tools keep their full speed until they break. Failed actions, air swings, cancelled mining and unsuccessful fishing cost nothing. Creative mode does not wear tools.
Worn tools never stack, even if they have exactly the same condition. Moving, sorting, dropping, picking up, saving and loading keep that condition. Chests and item pipes preserve it too. Use chests for worn tools: bulk crates and warehouse controllers do not accept them.
Tools from saves made before this update start at full durability. There is no repair recipe yet. Buckets and armor do not use this tool-wear system.
Rivet Reach · © Starbugstone · All rights reserved. These guides describe the current playable alpha.
Rivet Reach field guide
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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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Factory stress-test gallery — actual factory, storm and farm captures from the pre-0.1.0 review.