Mods / Visible Ores And Minerals

Tags:
Cosmetics Graphics Oreshape Visual
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Latest release (for Vintage Story 1.22.0 - 1.22.3, potentially outdated):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

Support me on Patreon :3

Youtube

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 IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.4.1 visibleoresandminerals
1.22.0 - 1.22.3
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
1.22.0 - 1.22.3
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
1.22.0 - 1.22.3
6102 Jun 18th at 9:25 AM Empty visible-ores-and-minerals-v1.3.1.zip 1-click install
1.3.0 visibleoresandminerals
1.22.0 - 1.22.3
158 Jun 18th at 9:25 AM Empty visible-ores-and-minerals-v1.3.0.zip 1-click install
1.2.1 visibleoresandminerals
1.22.0 - 1.22.3
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
1.22.0 - 1.22.3
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
1.22.0 - 1.22.2
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
1.22.0 - 1.22.2
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
1.22.0 - 1.22.2
2052 May 11th at 7:27 AM Release Retracted

Retraction Reason:

Caused serious performance issues.

Changelog:

Simplified models!

1.0.7 visibleoresandminerals
1.22.0 - 1.22.2
176 May 11th at 3:12 AM Release Retracted

Retraction Reason:

Caused serious performance issues.

Changelog:

Added chiseling support

1.0.6 visibleoresandminerals
1.22.0 - 1.22.2
59 May 11th at 2:34 AM Release Retracted

Retraction Reason:

Caused serious performance issues.

Changelog:

Performance fix (I think.)

1.0.5 visibleoresandminerals
1.22.0 - 1.22.2
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
1.22.0 - 1.22.2
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
1.22.0 - 1.22.2
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
1.22.0 - 1.22.2
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
1.22.0 - 1.22.2
1174 May 9th at 8:18 AM Release Retracted

Retraction Reason:

Caused serious performance issues.

Changelog:

Added config file.

1.0.0 visibleoresandminerals
1.22.0 - 1.22.2
45 May 9th at 6:45 AM Release Retracted

Retraction Reason:

Caused serious performance issues.

Changelog:


94 Comments (oldest first | newest first) (threaded | flat)

ManaWei, 4 days ago

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

ManaWei, 1 day ago
@Skyforger007: 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

Gman15, Jul 1st at 10:33 AM

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.

Vinni_Pukh, Jun 26th at 4:41 PM

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 !

xjr, Jun 18th at 9:57 AM

Whats new in 1.3.1?

Darkpaapi, Jun 18th at 11:49 AM
@xjr: Whats new in 1.3.1?

Looks like 1.3.1 is the simplified version. Less sticking out bits

Skyforger007 , Jun 18th at 11:58 AM
@xjr: Whats new in 1.3.1?

Just some optimization with the mod files, nothing noticeable

MrTango, Jun 14th at 4:13 PM

Would you be willing to make a version or compat for Wilderlands Panning Overhaul by Thalius? for the gravel deposits.

Skyforger007 , Jun 17th at 8:13 AM
@MrTango: Would you be willing to make a version or compat for Wilderlands Panning Overhaul by Thalius? for the gravel deposits.

I looked into it and deemed it not fitting as it just wouldn't look good.

Avarus_Lux, Jun 12th at 11:49 PM (modified Jun 13th at 9:13 AM)

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

Zanklev, Jun 12th at 7:29 PM

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.

Skyforger007 , Jun 12th at 10:49 PM
@Zanklev: 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.

Velaroz, Jun 12th at 5:00 PM

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?

Ballsgod, Jun 12th at 4:28 PM

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

WeatheredMachine, Jun 10th at 12:38 AM

Is this mod required server-side, or can it just be one or the other?

WeatheredMachine, Jun 10th at 11:28 PM
@Skyforger007: It's required server-side to generate.

Alright, thanks for the quick response!

Tosu, May 17th at 6:03 PM

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.

Pineas, May 16th at 1:04 PM

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.

image    image

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.

Calbain, May 16th at 9:29 AM

🎉

Skyforger007 , May 16th at 5:24 AM

Ore bits are now actually culling correctly. Decided to try bringing back more complex models. Let me know if there's still performance issues.

Pineas, May 13th at 7:58 PM

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.

Skyforger007 , May 13th at 8:56 PM
@Pineas: 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

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.

Pineas, May 13th at 9:34 PM
@Skyforger007: 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 Callba

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.

MykeEchoes, May 13th at 3:42 PM

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

Habbinal, May 12th at 6:14 PM

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.

Habbinal, May 13th at 6:59 AM (modified May 13th at 2:20 PM)
@Pineas: 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.

Pineas, May 13th at 2:25 PM
@Habbinal: 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.

Oweyan, May 12th at 3:32 PM

Can you reply to this comment when you have figured out the performance issues? :) thanks 

Oweyan, May 16th at 1:52 PM
@Skyforger007: Should be better now

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⠀⡼⠁⠀⠀⠀⠀⠀⠀⢀⠻⣺⣧⠀⠀⠀⠰⢢⠈⢪⡷⡀⠀⠙⡄⠀⠀⠱⡄⠀⠀⠀⢧⠀⢸⡻⠀⢠⡇⣾⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
⢰⠇⠀⠀⠀⠀⠀⠀⠀⢸⠀⡏⣿⠀⠀⠀⠀⢣⢇⠀⠑⣄⠀⠀⠸⡄⠀⠀⠘⡄⠀⠀⠸⡀⢸⠁⠀⡾⢰⡏⢳⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀Nice!

Dry_Taste, May 12th at 12:43 PM

Absolutely love the idea of this, great work. Patiently waiting for the optimizations before installing. 🙏

Pineas, May 11th at 11:58 PM

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?

Pineas, May 12th at 12:23 PM
@Skyforger007: 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!

Yes6Ft2, May 11th at 3:35 PM

Looking forward to your fix :P Since its a visual thing im guessing i can add this mid game?

Skyforger007 , May 11th at 8:41 AM

I think I figured it out, need some time to fix.

Skyforger007 , May 11th at 7:27 AM

Simplified models to help with chunk complexity.

Skyforger007 , May 11th at 2:44 AM (modified May 11th at 2:45 AM)

Let me know how the performance is now with the latest update!

Tosu, May 11th at 4:45 AM
@Skyforger007: 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...

GoodGuyJ1mmy, May 11th at 12:55 AM

Can confirm this is very unoptimized, it makes chunk complexity go through the roof and thus makes the performance terrible

Klous, May 10th at 10:53 PM

In fact none of these will load on 1.22.0 because your modinfo.json only list 1.22.2

 

Klous, May 10th at 10:51 PM

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

Alpha_1ce, May 10th at 10:02 PM

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. 

Ailailou, May 10th at 7:53 PM

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

Michaloid , May 10th at 4:34 PM (modified May 10th at 4:35 PM)

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. 

Michaloid , May 10th at 11:00 PM
@TheJoyfulBell: 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.

Tosu, May 10th at 3:32 PM

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 :)

Gariot, May 10th at 8:18 AM (modified May 10th at 8:18 AM)

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:

Error message
10.5.2026 10:13:09 [Error] Patch 0 in visibleoresandminerals:patches/geoaddons-blocktypes-bogiron.json: File game:blocktypes/bogiron.json not found
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

Skyforger007 , May 10th at 7:26 AM

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.

Kasel, May 9th at 9:49 PM

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.

Arcanum3000, May 10th at 12:00 AM
@PapitoPapz: 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.

Venator_, May 9th at 9:12 PM

wish it was client side, doesnt work in mp unless the server has it 

Hurgar, May 9th at 7:23 PM

getting this error in  game.

Spoiler
9.5.2026 14:21:13 [Error] Patch 3 (target: game:blocktypes/stone/ore-gem.json) in visibleoresandminerals:patches/survival-blocktypes-stone-ore-gem.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": {
"*-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}"
}
}
}
DUCATISLO, May 9th at 7:14 PM

oh nice new rework!

Skyforger007 , May 9th at 6:59 PM

Added compatibility to Geology Additions

SpookyJ, May 9th at 4:07 PM

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. 

ImLostAgain, May 9th at 12:44 PM

What makes something like this server side i wonder?

Jomeaga, May 9th at 3:46 PM
@ImLostAgain: 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.

Lielac, May 9th at 11:39 AM

Ooooh, fancy. Juicy Ores is an excellent mod, and you've gone and made it look even better.

SONZINA, May 9th at 11:02 AM

Oh this looks sooo much better. Thanks for your work!

Calys_Thorne, May 9th at 9:23 AM

Oh these look lovely!!

 

SethOff, May 9th at 8:57 AM

YESS, no more straining your eyes to spot the ZINC

RIVVION, May 9th at 8:32 AM

wow!

Caboose33, May 9th at 8:23 AM

Is this compatible with Geology Additions?

Skyforger007 , May 9th at 8:43 AM
@Caboose33: Is this compatible with Geology Additions?

Kinda, it just doesn't look up the richness variants afaik.