Mods / Visible Ores And Minerals
- Tags:
- Author:
- Skyforger007
- Side:
- Both
- Created:
- May 9th at 6:41 AM
- Last modified:
- Jul 1st at 12:15 PM
- Downloads:
- 30553
-
Latest release (for Vintage Story 1.22.0 - 1.22.3, potentially outdated):
visible-ores-and-minerals-v1.4.1.zip 1-click install
Makes ore and mineral deposits more visible and appealing with richness and type variants.
Inspired by Juicy Ores by DanaCraluminum
Also check out my other work :3
1.4.1 = Simplified version (~50% less geometry)
1.4.0 = Extra detail version
Compatible with Geology Additions
Compatible with Quality Ores
Compatible with Advanced Geology
Visible Ores & Minerals - Full Coverage List
Vein Ores (Poor / Medium / Rich / Bountiful)
Deposits that form in mineral veins. Piece size and amount grows with richness grade.
- Native Copper
- Malachite
- Galena
- Galena with Native Silver
- Bismuthinite
- Rhodochrosite
- Native Gold
- Native Silver
- Uranium
- Sphalerite
Sedimentary Ores (Poor / Medium / Rich / Bountiful)
Flat layered deposits formed in sedimentary rock.
- Hematite
- Limonite
- Alum (uses medium variant)
- Quartz (uses medium variant)
Magmatic Ores (Poor / Medium / Rich / Bountiful)
Deposits crystallised from magmatic intrusions.
- Magnetite
- Chromite
- Ilmenite
- Pentlandite
- Cassiterite
Gem Deposits (Low / Medium / High)
Precious stones with quality grades.
- Diamond
- Emerald
- Peridot
Chunk Deposits (Ungraded)
Irregular masses with no richness variation.
- Lignite
- Bituminous Coal
- Anthracite
- Sulfur
- Borax
- Sylvite
- Cinnabar
- Graphite
- Fluorite
- Kernite
- Phosphorite
- Corundum
- Olivine
- Lapis Lazuli
- Flint (uses unique model)
- Meteoric Iron (uses unique model)
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.4.1 | visibleoresandminerals | 4839 | Jul 1st at 12:15 PM | visible-ores-and-minerals-v1.4.1.zip | 1-click install | ||
|
Game version dependency removed. | |||||||
| 1.4.0 | visibleoresandminerals | 169 | Jul 1st at 12:15 PM | visible-ores-and-minerals-v1.4.0.zip | 1-click install | ||
|
Game version dependency removed. | |||||||
| 1.3.1 | visibleoresandminerals | 6102 | Jun 18th at 9:25 AM | Empty | visible-ores-and-minerals-v1.3.1.zip | 1-click install | |
| 1.3.0 | visibleoresandminerals | 158 | Jun 18th at 9:25 AM | Empty | visible-ores-and-minerals-v1.3.0.zip | 1-click install | |
| 1.2.1 | visibleoresandminerals | 3199 | Jun 12th at 3:15 PM | visible-ores-and-minerals-v1.2.1.zip | 1-click install | ||
|
Lower geometry version. Added compatibility to Quality Ores and Advanced Geology. | |||||||
| 1.2.0 | visibleoresandminerals | 166 | Jun 12th at 3:15 PM | visible-ores-and-minerals-v1.2.0.zip | 1-click install | ||
|
Higher geometry version. Added compatibility to Quality Ores and Advanced Geology. | |||||||
| 1.1.1 | visibleoresandminerals | 10302 | May 16th at 8:40 AM | visible-ores-and-minerals-v1.1.1.zip | 1-click install | ||
|
Simplified models version, roughly 50% less geometry. | |||||||
| 1.1.0 | visibleoresandminerals | 418 | May 16th at 5:23 AM | visible-ores-and-minerals-v1.1.0.zip | 1-click install | ||
|
Ore bits are now actually culling correctly. Decided to try bringing back more complex models. Let me know if there's still performance issues. | |||||||
| 1.0.8 | visibleoresandminerals | 2052 | May 11th at 7:27 AM | Release Retracted | |||
Retraction Reason:Caused serious performance issues. Changelog:Simplified models! | |||||||
| 1.0.7 | visibleoresandminerals | 176 | May 11th at 3:12 AM | Release Retracted | |||
Retraction Reason:Caused serious performance issues. Changelog:Added chiseling support | |||||||
| 1.0.6 | visibleoresandminerals | 59 | May 11th at 2:34 AM | Release Retracted | |||
Retraction Reason:Caused serious performance issues. Changelog:Performance fix (I think.) | |||||||
| 1.0.5 | visibleoresandminerals | 803 | May 10th at 11:25 AM | Release Retracted | |||
Retraction Reason:Caused serious performance issues. Changelog:Removed scaling option to remove log spam. | |||||||
| 1.0.4 | visibleoresandminerals | 83 | May 10th at 10:48 AM | Release Retracted | |||
Retraction Reason:Caused serious performance issues. Changelog:Fixed log error related to Geology Additions dependency | |||||||
| 1.0.3 | visibleoresandminerals | 204 | May 10th at 7:23 AM | Release Retracted | |||
Retraction Reason:Caused serious performance issues. Changelog:Added unique models for flint, meteoric iron and bog iron from Geology Additions. | |||||||
| 1.0.2 | visibleoresandminerals | 604 | May 9th at 6:58 PM | Release Retracted | |||
Retraction Reason:Caused serious performance issues. Changelog:Added compatibility to Geology Additions | |||||||
| 1.0.1 | visibleoresandminerals | 1174 | May 9th at 8:18 AM | Release Retracted | |||
Retraction Reason:Caused serious performance issues. Changelog:Added config file. | |||||||
| 1.0.0 | visibleoresandminerals | 45 | May 9th at 6:45 AM | Release Retracted | |||
Retraction Reason:Caused serious performance issues. Changelog: | |||||||


This caused half the blocks i was looking at to go transparent when hitting them with a pick axe.. so had to remove it.. i suspect the mesh messed up
First I've heard of this happening, are you able to reproduce the problem?
it was pretty consistent .. im running Conquest VS Textures as well.. that might be the trick
This page says the mod is for 1.22.0-1.22.3, but I'm using 1.22.1 (bc of a server i'm in that hasn't updated yet) and it is saying it can't load because it needs to have 1.22.2 for the mod to work.
Should be fixed now
This is an oddly specific request, but when you have the new version of salty's immersive mining installed, when you start breaking apart the block the ore blocks revert from this mods textures to the vanilla ones, I wonder if there's a way to make them compatible? :)
But that's a tiny little thing lol, I love this mod it makes it so much easier to locate ore, and the performance version works fantastic. Thank you for all your efforts !
That is an intended feature, same as with chiseling ore blocks, it will remove my extra bits because it would look weird to have them just floating in the air.
Whats new in 1.3.1?
Looks like 1.3.1 is the simplified version. Less sticking out bits
Just some optimization with the mod files, nothing noticeable
Would you be willing to make a version or compat for Wilderlands Panning Overhaul by Thalius? for the gravel deposits.
I'll look into it
I looked into it and deemed it not fitting as it just wouldn't look good.
this is a really nice mod (i prefer the simplified option) that adds some much needed texture and variation to cave walls, thank you!
first time i found a quartz and olivine layer with this mod enabled it looked gorgeous.
10% bloom and a lantern just make things shimmer and glisten just right as well :D
I'm glad you like it! <3
Is it possible for you to add a colored light level to each block for a fantasy look? Just a low light level like 5 or something would look really nice.
I wouldn't do that, it sounds a bit off from the original idea, and probably also not good thinking about performance.
So the difference between "higher geometry" and "lower geometry" would be...
How much extra crystalline "visual noise" there is jutting out from the ore surface, I assume?
Yes, that's exactly it. I'll add some screenshots soon.
is it possible to add a few images to show the difference between 1.20 and 1.21? Just slightly confused on what "geometry" means here... :P
Is this mod required server-side, or can it just be one or the other?
It's required server-side to generate.
Alright, thanks for the quick response!
Tried out 1.1.0 for a bit in a survival world, and I wasn't noticing any significant performance hitching. Seems usable now! Thanks for the amazing work.
Thats great!
I'm using 1.1.0 and there's no significant performance hit on my machine, I think you've done it! Congratulations. I recommend keeping the extra detail version in the mod, maybe as an options toggle if that's possible to program?
Also, while culling works correctly, I think there's a minor issue with ambient occlusion? Nothing game-breaking or immediately noticeable, but I did notice the protruding ore chunks for each model turn visibly darker than the block's face when other blocks are placed adjacent to it, most visible when attaching new blocks from the side.
This happens to every ore model as far as I'm able to tell, I just picked chalcopyrite because it makes the change way more obvious. If this is the model's occlusion working as intended and the game just can't handle its shadows any better, that's fine.
I believe that's just a VS issue.
Noted. If true, then I believe the mod is finally fully functional. 😁
Yay!
🎉
Ore bits are now actually culling correctly. Decided to try bringing back more complex models. Let me know if there's still performance issues.
Skyforger007 All you have to do is add face culling to the ore models, you might not need to simplify them at all to improve performance! If you don't know how to do it, just look at how other blocks in the game do it or ask someone for help. It should be a very easy and quick fix and once it's implemented all you need to test it is noclip and take a look around.
I’ve already looked into the culling side, and the issue is more involved than just flipping on a built-in option.
Vintage Story has several different culling modes in EnumFaceCullMode, like Default, Merge, Collapse, MergeMaterial, Stairs, and even Callback which requires custom logic through Block.ShouldMergeFace.
For normal cube blocks, using one of those modes is often enough because the geometry is predictable. The ore models here are custom/non-standard meshes, so simply enabling culling can easily cause:
- missing visible faces
- broken transitions between ore blocks and terrain
- z-fighting/artifacts
- incorrect behavior when neighboring blocks differ
The API itself even distinguishes between multiple merge/collapse strategies specifically because different shapes/material setups need different handling.
So while face culling is definitely something I’m investigating, implementing it properly here is not really a “very easy and quick fix.” It likely needs custom merge behavior or callback-based logic rather than just copying settings from vanilla blocks.
Testing also takes more than a noclip pass because I need to verify chunk borders, different ore combinations, lighting, and edge-case adjacency to make sure the optimization doesn’t introduce rendering bugs.
Ah, forgive me, I wasn't aware Vintage Story's face culling system was so complicated. Shame on me for assuming it's anything like Minecraft's! There all you'd have to do is edit the block model's properties in Notepad++ and ensure each protrusion in the ore block is culled together with the same face it protrudes from.
This and juicy ores need a bit of code to only generate geometry on open facing (face isn't blocked by another block) faces of ore blocks. Optimization would be way better, I am willing to help with this if you want Skyforger007
Holy lagmobile batman 😭
I made a custom fork of the juicy ores mod, and I faced a similar issue. Mainly because of the complex geometry of the ores, causing pretty much exponential ram hog. Would recommend simplifying the geometry even more or finding a way to cull the faces of the ores since ALL of the faces remain rendered even if you're not looking at it iirc.
Waaaait, they just don't have face culling? No wonder it's so laggy! That should be a very easy fix!
Yeah they don't have face culling. No clue how to do it. I'm guessing it wasn't a problem for Dana when they made the mod so they didn't bother.
I imagine it can't be very different from how I would do it when adding new custom blocks to Minecraft. Just check out how a relevant vanilla block does it, then reverse engineer and copy the code for your custom block.
Can you reply to this comment when you have figured out the performance issues? :) thanks
Should be better now
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⢰⠇⠀⠀⠀⠀⠀⠀⠀⢸⠀⡏⣿⠀⠀⠀⠀⢣⢇⠀⠑⣄⠀⠀⠸⡄⠀⠀⠘⡄⠀⠀⠸⡀⢸⠁⠀⡾⢰⡏⢳⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀Nice!
Absolutely love the idea of this, great work. Patiently waiting for the optimizations before installing. 🙏
Ohhh, that's beautiful, I ADORE the attention to detail. Are there plans to make it compatible with the extra ore variants added by Geology Additions, or is it already compatible?
Also, is there any measurable performance impact from the extra 3D modeling?
Geology Additions is already compatible. There is some performance impact, I'm working on that.
Wonderful! Thank you for your work on this; mods that improve the game aesthetically are quite precious, and the improved ore appearances fit right into vanilla's style, in my opinion. I hope optimizing it will prove to be an easy task!
Looking forward to your fix :P Since its a visual thing im guessing i can add this mid game?
Yes
I think I figured it out, need some time to fix.
Simplified models to help with chunk complexity.
Let me know how the performance is now with the latest update!
Still getting warnings in the log about chunks exceeding default geometric complexity and massive, compounding slowdowns unfortunately...
Can confirm this is very unoptimized, it makes chunk complexity go through the roof and thus makes the performance terrible
Should be fixed with the latest update!
In fact none of these will load on 1.22.0 because your modinfo.json only list 1.22.2
Should work now
You've listd 1.0.5, 1.0.4 and 1.0.3 as 1.22.0 - 1.22.2 but they wont load on 1.22.0
Is there a way you can make the chiseled block ores not have the extra bits? Like when it gets changed to a chiseled block it turns into a vanilla ore block? Many people use ore blocks for chiseling creations and dont want to lose them.
I'll look into it
Ok that's fixed!
Now those ore chunks look crispy 👌
In case you would consider adding supprt for the 10 post-steel ores added by Blush and Blacksmith that would be amazing! 🤲
https://mods.vintagestory.at/blushandblacksmith
This looks amazing, solves the issue i had with visible ores mod, being that it looks like dull poop shaped rocks sticking out of the mother rock.
That being said, is there a way to switch the texture of the ore with the mother rock and leave the ore bits intact? I think it would look better that way, personally.
Thank you! I can try that yeah!
You talking about Juicy ores? I didn't think it looked that bad.
Yeah. I just don't like how dull and colorless they looked like and they repeated the same pattern regardless of ore and how much there is.
Great mod visually, but seems to cap out memory usage when rendering chunks in normal gameplay. Needs a fix for that for this to be usable, but definitely looking forward to when/if that is :)
I'm working on it atm! ^-^
Hi,
thank you for the mod and your work. I installed the mod yesterday and it worked without a problem. I updated it today and i got this when i load my game:
10.5.2026 10:13:09 [Error] Patch 1 in visibleoresandminerals:patches/geoaddons-blocktypes-bogiron.json: File game:blocktypes/bogiron.json not found
10.5.2026 10:13:09 [Error] Patch 2 in visibleoresandminerals:patches/geoaddons-blocktypes-bogiron.json: File game:blocktypes/bogiron.json not found
10.5.2026 10:13:09 [Error] Patch 3 in visibleoresandminerals:patches/geoaddons-blocktypes-bogiron.json: File game:blocktypes/bogiron.json not found
Im new to VS modding, so i dont know if this will eventually break my game :D
The author should add dependencies for this patch to the patch so that it does not apply without another mod, which would not produce an error.
Fixed.
Added unique models for flint, metoric iron, and bog iron from Geology Additions. Fixed a logging issue from config. Most of the log size comes from patching the scales for all deposit variants, I could remove scaling support and that problem would disappear, if its not needed.
No errors but installing this on my server causes my clients memory usage to cap out. from 70% normally to 100%. Went back to normal when I removed it.
Same here, massive fps stuttering
It's dumping of buttload of pretty mundane output into server-debug.log as well, which may be the cause of the stuttering. My server-debug.log went from ~650K to >3MB with Visible Ores installed. Lots of stuttering as long as chunks were generating as well.
Hi guys, I'm working on it. This is my first mod so I'm still learning. Thank you for understanding!
Thank you for your amazing mod, will be waiting for a update 😁
wish it was client side, doesnt work in mp unless the server has it
I was in single player
getting this error in game.
"cube": {
"base": "block/stone/rock/{rock}1",
"overlays": [
"block/stone/ore/{type}1"
],
"alternates": [
{
"base": "block/stone/rock/{rock}1",
"overlays": [
"block/stone/ore/{type}2"
]
},
{
"base": "block/stone/rock/{rock}1",
"overlays": [
"block/stone/ore/{type}3"
]
}
]
},
"ore1ByType": {
"*-diamond-*": {
"base": "block/stone/gem/diamond"
},
"*-emerald-*": {
"base": "block/stone/gem/emeral"
},
"*-olivine_peridot-*": {
"base": "block/stone/gem/olivine"
},
"*": {
"base": "item/resource/ungraded/{type}"
}
}
}
9.5.2026 14:21:13 [Error] Patch 3 (target: game:blocktypes/stone/ore-graded.json) in visibleoresandminerals:patches/survival-blocktypes-stone-ore-graded.json failed because supplied path /textures/all is invalid: The json path /textures/all was not found. Could traverse until /textures, but then 'all' does not exist. Full json at this path: {
"cube": {
"base": "block/stone/rock/{rock}1",
"overlays": [
"block/stone/ore/{type}1"
],
"alternates": [
{
"base": "block/stone/rock/{rock}1",
"overlays": [
"block/stone/ore/{type}2"
]
},
{
"base": "block/stone/rock/{rock}1",
"overlays": [
"block/stone/ore/{type}3"
]
}
]
},
"ore1ByType": {
"@.*-quartz_nativegold-.*": {
"base": "item/resource/nugget/nativegold"
},
"@.*_nativesilver-.*": {
"base": "item/resource/nugget/nativesilver"
},
"*": {
"base": "item/resource/nugget/{type}"
}
}
}
9.5.2026 14:21:13 [Error] Patch 3 (target: game:blocktypes/stone/ore-ungraded.json) in visibleoresandminerals:patches/survival-blocktypes-stone-ore-ungraded.json failed because supplied path /textures/all is invalid: The json path /textures/all was not found. Could traverse until /textures, but then 'all' does not exist. Full json at this path: {
"cube": {
"base": "block/stone/rock/{rock}1",
"overlays": [
"block/stone/ore/{type}1"
],
"alternates": [
{
"base": "block/stone/rock/{rock}1",
"overlays": [
"block/stone/ore/{type}2"
]
},
{
"base": "block/stone/rock/{rock}1",
"overlays": [
"block/stone/ore/{type}3"
]
}
]
},
"ore1ByType": {
"*-flint-*": {
"base": "block/stone/flint"
},
"*": {
"base": "item/resource/ungraded/{type}"
}
}
}
oh nice new rework!
Added compatibility to Geology Additions
Finally a sexy looking ore model that doesn't look like tumors growing out of rock. Waiting patiently for Geo Additions compat and then I'm jumping on this.
On it, boss
👍
What makes something like this server side i wonder?
Modifying block shapes is serverside, presumably to prevent cheating. I know you can modify the flat textures on the clientside.
Neat, i assumed it would be purely clientside.
Ooooh, fancy. Juicy Ores is an excellent mod, and you've gone and made it look even better.
Oh this looks sooo much better. Thanks for your work!
Oh these look lovely!!
YESS, no more straining your eyes to spot the ZINC
wow!
Is this compatible with Geology Additions?
Kinda, it just doesn't look up the richness variants afaik.