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Weight, Carrying & Blocks

Everything you carry has a weight and a volume, and breaking or moving blocks costs time and stamina.

Weight and volume​

Every item in the game has two properties: a weight (how heavy it is) and a volume (how much space it takes up). A full solid building block is bulky — one nearly fills your hands on its own; small items like seeds, bones, or torches are tiny.

These two properties do very different things.

Volume is a hard cap​

Your body carry is split into two separate budgets:

  • A hands budget of about 1 m³ for bulky items — anything bigger than pocket size: a block, tools, boards. A full building block nearly fills it on its own, so you can manage roughly one at a time.
  • A pockets budget of about 0.30 m³ for small items — each one 0.05 m³ or smaller (seeds, flint, nuggets, food, a coil of rope). The two are additive: filling your pockets never eats into your ability to carry a bulky thing, and vice versa.

When a budget is full, extra items of that kind simply aren't picked up. They stay on the ground in the world, exactly like a full vanilla inventory — nothing is thrown away or destroyed.

To carry more, see Storage & Transport — a woven basket raises your hands budget, and a backpack adds separate storage.

Weight is a soft penalty​

Weight never stops you cold; it just wears you down.

  • The heavier your load, the slower you move. There's no penalty up to about 8 kg; from there the slowdown scales down to the slowest crawl — roughly 35% of normal speed — at about 45 kg.
  • Jumping under a load costs extra stamina — the heavier you are, the more each hop up a hill or a step drains.
  • A heavy load also makes swimming harder — see Weight in the water below.

The carry bars​

Three bars — hands, pockets, and weight — appear only while your inventory is open, not on the always-on HUD. Each fills as its budget is used and turns amber, then red, as it approaches the limit.

Chests are volume-capped too​

Storage containers hold a real volume, not a fixed slot count:

ContainerCapacity
Chest (27 slots)1 m³
Double chest2 m³
Barrel1 m³
  • Functional blocks like furnaces, blast furnaces, and crafting stations are uncapped — their inventories work normally.
  • Partial placement: dropping a big stack into a near-full chest deposits what fits and leaves the rest in your hand, rather than refusing the whole stack.

You can't throw blocks away​

Block items are meant to be built with or stored, not littered:

  • Dropping a solid building block is refused — whether you press the drop key or drag it out of the inventory window, it's handed straight back to you. (Small placeable things like seeds, saplings, and torches drop normally.)
  • Heavy items barely toss. The heavier a thing is, the weaker the throw; by around 20 kg an item just plops at your feet with no horizontal travel.

(Death drops are untouched — dying still scatters your things normally.)

Weight in the water​

A heavy load affects swimming:

  • Carry more than about 22 kg (one full block weighs roughly 30 kg) and you sink slowly — a steady, unstoppable descent, not a plummet.
  • The more you haul, the faster your stamina drains while you swim.
  • Being submerged also chills you — extra cold on top of the effort. See Body Temperature.

Break times​

Every block you break costs stamina and takes real time:

  • Stone with an iron pick takes about 20 seconds; deepslate and ore run up to ~60 seconds.
  • Packed earth is slow, heavy work: dirt takes around three in-game minutes with a shovel and is near-hopeless by hand, and dense clay is slower still. Loose sand and gravel scoop faster — roughly a minute a block. A shovel is far faster than bare hands (bare hands are fixed-speed, so no other tool beats them at digging).
  • Grass has to be cleared first. Breaking a grass block doesn't hand you a block of dirt — it strips the turf off, leaving bare dirt in place that you then dig out like any packed earth. Clearing the grass is its own job: laborious by hand (pulling grass and roots, ~26s) and quicker with a hoe or shovel (~9s). So turning a grassy field into a pit is honestly two stages — de-turf, then excavate.
  • Progress is saved if you stop partway. Leave a dig and return, and the crack resumes where you left off. A barely-scratched dig (under ~10% done) heals back to a pristine block instead of leaving a permanent chip.

Realistic reach​

You can only break or place blocks within about 3 blocks (down from vanilla's ~4.5); reaching entities is shorter still, about 2.5 blocks. (Creative keeps the long vanilla reach.)

Trees and leaves​

Felling trees depends on your tool tier — the wrong tool barely bites. Full details are on Tools & Crafting.

Leaves feel like real foliage and are slow, tugging work either way:

  • Breaking leaves by hand yields snapped sticks and leaf litter — not a tidy leaf block (hand is roughly 12× slower than normal).
  • An axe or hoe shears the whole leaf block free (roughly 3× slower than normal).
  • Either way, vanilla saplings and apples still drop.

Leaf litter is a fire tinder.

Soil has no cohesion — dig with care​

Loose soil doesn't float. Dirt, grass, coarse dirt, podzol, mud, and the like fall like gravel the moment nothing holds them up — undercut a dirt wall or knock out the block beneath one and it collapses. (Sand and gravel already did this in vanilla; clay is cohesive and stays put.) You can't build a floating dirt bridge or leave an overhang hanging in the air.

Timber holds up the roof​

Real diggers don't tunnel through bare earth — they shore it. Undercut soil stays put as long as there's a grounded structural support within about 4 blocks horizontally: a placed beam, post, plank, log, or stone wall — anything solid that stands on something. More loose soil doesn't count; only real timber or masonry bears the earth.

So a proper dugout is buildable:

  • Set posts or beams as you dig and the earth between supports holds — you can hollow out a room or run a tunnel without the ceiling caving.
  • Dig past the reach of any support (more than ~4 blocks from timber) and the unsupported span still collapses.
  • A bare-earth room with no supports caves in, because soil can't hold soil. Keeping a dugout open is an investment in timber or stone, exactly as real excavation demands.

This is what makes a dug root cellar an earned build rather than a free hole: you shore the roof, and the cool covered space it creates keeps your food for weeks.

One current limitation: pulling out a support doesn't instantly drop the roof it was holding — collapse near a removed beam is checked the next time that spot is disturbed, so it can lag rather than cave the moment the timber is gone.

Rammed earth — shore with dirt, not timber​

If you have no timber to spare, there's an older way: ram the earth firm. Hold a rock Rock or a smithing hammer Smithing hammer and sneak + right-click a block of soil to tamp it. It's hard, tiring work (each tamp costs stamina), but packed rammed earth:

  • won't cave on its own, and
  • bears load like a post — a tamped column shores the soil around it within the same ~4-block span a timber would.

So you can keep a dugout open by ramming a few earth pillars instead of felling trees — paid for in sweat instead of timber. A tamped block is also committed to structure: no longer a loose set-down block, so it breaks slow again (you can't quick-pull it back up). Only the dirt-family soil that actually caves can be tamped.