Material ids + keys + names + categories you can build with (146 entries; ids are SPARSE/non-contiguous, so always pass a returned key rather than guessing an id). Category names are specific (e.g. "natural-stone", "marble", "metal-(ferrous)", "emissive", "glass"), so the category arg is matched FORGIVINGLY - "stone" finds "natural-stone", "metal" finds "metal-(ferrous)". NOTE: the "glass" materials are fully OPAQUE (this world has no transparent material) - use them as tinted accent panels, never as see-through windows (a window is an empty hole, not a glass block). Call categories_only:true FIRST to see the exact category list, then drill down (keeps the payload small for a token-budgeted brain). Each entry carries a "look" field (e.g. "near-white polished marble with soft veining", "warm yellow-brown wood with visible grain") + an rgb + a colour word, so PICK BY APPEARANCE - choose materials whose look fits what you are making, and vary them across a structure (foundation vs walls vs roof vs trim) instead of one flat grey stone. You can pass any returned key (e.g. "calacatta-gold") straight to build/place_block material.