   creativeInventoryArray = []
   for props in registry.blockProps
     creativeInventoryArray.push(new ItemPile(props.name, Infinity)) if props.name?
+
   survivalInventoryArray = []
 
   ever(document.body).on 'keydown', (ev) =>

  registry.registerBlock 'leavesOak', {texture: 'leaves_oak_opaque', hardness: 2}
  registry.registerBlock 'glass', {texture: 'glass'}

  game.materials.load registry.getBlockPropsAll 'texture'

  plugins.load 'land', {

  mine = game.plugins.load 'mine', {
    reach: reach
    timeToMine: (target) =>
      # the innate difficulty of mining this block
      blockID = game.getBlock(target.voxel)
      blockName = registry.getBlockName(blockID)
      hardness = registry.getBlockProps(blockName)?.hardness
      hardness ?= 9

      # effectiveness of currently held tool, shortens mining time
      heldItem = inventoryToolbar.held()
      speed = 1.0
      speed = registry.getItemProps(heldItem?.item)?.speed ? 1.0
      finalTimeToMine = Math.max(hardness / speed, 0)
      # TODO: more complex mining 'classes', e.g. shovel against dirt, axe against wood

      return finalTimeToMine

    instaMine: false
    progressTexturesPrefix: 'destroy_stage_'
