Material Strength

Material strength determines how much damage a given block suffers as a result of punching, shoveling, gunfire, or explosion.

## Blocks

The standard value of material strength is here determined as the number of bullets that a block needs to receive in order to be destroyed by a tactical assault rifle from a close distance. The various blocks are divided into groups of strength, based on their relative strength to each other, and are here ordered based on strength. There are nine groups, which are the following:

### Indicators

When blocks are damaged they show a certain indicator that tells approximately how much damage the block has received. There exists five indicators that can be distinguished from each other by the texture, plus two more that involve an absence of a texture, that is, the block itself and no indicator (when it hasn't been damaged), and no block and no indicator (when the block supposedly has been destroyed, though there are exceptions). The indicators with texture are uniformly divided into 5 ranges, so that if with five it shows the first indicator, then it will take ~10 of damage to show the second indicator, etc. If the damage is between two range of indicators, then there will be z-fighting between the indicator of the higher level and the one of a lower level.

#### Fading Time

All indicators fade in 3 seconds plus 0.81 the amount of damage inflicted up to the last indicator reached. 3 seconds because at the beginning the damage indicator is frozen for 3 seconds and then it begins lowering down. If the damage inflicted does not cause a new indicator to be reached, the time it takes to fade, won't be updated, so that some times, while shooting a block, the indicator goes down one level, and when the next indicator is reached, it goes up two levels. If this done to an unbreakable block so that the shooting persists after the indicator goes down one level, then it has the curious phenomenon that it will no longer display any indicators. As it descends in indicator levels, the amount of damage a block had received is reduced to the amount of damage that corresponds to that level, though this might take a while, because of the phenomenon that has been mentioned previously, of the indicator going down a level without the block losing damage, however this is not yet understood, and as such it's an open problem.

#### Invisible Indicator

In some blocks, such as the smooth sandstone pillar, after the fifth indicator, it doesn't get destroyed, but rather it shows itself as invisible, and you have to inflict a little bit more damage for it to drop, and if no damage is inflicted for a while it returns back to some previous indicator but this time when damage is inflicted it doesn't become invisible (unless the wait is long enough). The exacts of which are yet not completely understood.

#### Textures

Indicators of higher levels have textures that include everything that the lower levels include plus some extra branches connected to the rest either through a corner or through a side, and without ever overwriting a part of a previous level indicator. The textures of indicators have a shadow below the cracks. All indicator textures fit in an approximately centred square: in particular, the first indicator in a 2x2, second in a 5x5, third in a 10x10, fourth in a 12x12 and fifth in a 16x16. Indicators of a higher level, generally differ from indicators of a lower level by having branches that are included in the bigger square but not in the smaller square, except when comparing the fourth indicator with the third indicator, and in one case when comparing the fifth with the fourth, that is, branches tend outwards. Texture cracks of different branches do not touch except through a common parent. Most branches have branches in their next indicator except when it is not possible as a result of having crack children that touch.

## Weapons

The amount of damage depends on which weapon the damage was inflicted with, in case a weapon was used. The standard is the tactical assault rifle that from a close range, the damage it inflicts to a block is 1. The weapons are ordered in groups by the amount of damage that a single bullet of which, inflicts to a block at a close range with no upgrades (that is, common). These are the groups and their damage:

 Common Group
Strike Pistol, Light Submachine Gun
 Compact Submachine Group
 Magnum Pistol Group
 Light Sniper Rifle Group
 Heavy Sniper Rifle Group

## Shovel

Work in Progress

1. ↑ This is known because its damage takes around 84 seconds to fade when inflicted on an unbreakable block, which is the same amount of time that a bomb block would take when inflicted on a block at a distance of 1.