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Seamless Ores
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Ore that finally matches the rock around it. Granite, diorite, andesite, tuff, basalt and blackstone all get their own veins, with universal ore support across vanilla and modded ores. Terralith, datapacks and resource packs keep working.
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Must be installed on both the client and the server.
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Up to 437 blocks
| Host stone | Ores |
|---|---|
| Granite, Diorite, Andesite, Tuff | Coal, Copper, Iron, Gold, Redstone, Lapis Lazuli, Diamond, Emerald |
| Basalt, Blackstone | Gold, Quartz |
| The same host stones | Everything from the supported mods below |
The 36 vanilla Overworld and Nether blocks are always there. The rest come from mods you may or may not have, and the block list is worked out from what is actually installed. Nothing to configure: install a supported mod and its ores appear.
Glowing ores
Seamless Glowing Ores is the companion pack. Every ore glows in the dark, with an optional connected outline that joins ore of the same type across different stones. It needs only Fusion.
Supported mods
| Mod | Adds |
|---|---|
| Cobblemon | All ten evolution stones, plus Fire Stone in the Nether |
| Create | Zinc |
| Create: New Age | Thorium |
| Create: TFMG | Lead, Lithium, Nickel |
| Dense Mekanism | Fluorite, Lead, Osmium, Tin, Uranium |
| Energized Power | Tin |
| Exp Ores | Experience ore, Overworld and Nether |
| Extreme Reactors | Yellorite, plus Benitoite in the Nether |
| Ice and Fire | Sapphire, Silver |
| Immersive Engineering | Aluminum, Lead, Nickel, Silver, Uranium |
| Mekanism | Fluorite, Lead, Osmium, Tin, Uranium |
| Modern Industrialization | Up to 11 ores, Antimony to Uranium |
| Mystical Agriculture | Inferium, Prosperity |
| Mythic Metals | 23 ores |
| Mythic Upgrades | 9 ores |
| Occultism | Silver |
| Powah | Uraninite; poor, regular and dense |
| Silent Gear | Azure Silver, Bort, Crimson Iron |
| Silent's Gems | Up to 23 ores, Opal included |
| Tech Reborn | Up to 9 ores, plus Cinnabar, Pyrite and Sphalerite in the Nether |
| Things | Gleaming |
Where an ore already generates in a host stone, its variant is a pure restyle and changes nothing about how much of it you find. Ores that drop extra materials keep doing so, because the drops come from that mod's own tables rather than being rebuilt.
Some ores only ever generate in stone, granite, diorite and andesite, never in tuff, so those get three variants rather than four. Adding a tuff version would be inventing ore that does not exist, which is the one thing this mod will not do. End stone ores are skipped for the same reason: the End has no second stone type, so there is nothing to be seamless with.
What you get on your version
Which mods have a build differs a lot by Minecraft version and loader, so the count does too.
| Version | Fabric | NeoForge | Forge |
|---|---|---|---|
| 26.3 | 82 | 44 | n/a |
| 26.2 | 110 | 68 | n/a |
| 26.1.x | 154 | 176 | n/a |
| 1.21.11 | 44 | 152 | 36 |
| 1.21.4 to 1.21.10 | 150 | 46 | n/a |
| 1.21 and 1.21.1 | 216 | 367 | 36 |
| 1.20 and 1.20.1 | 285 | n/a | 306 |
Each count is the vanilla blocks plus every supported mod that has a build for that version and loader. Each download lists those mods as optional dependencies, so you can see at a glance what it supports. At 1.20.1 the Forge file also runs on NeoForge, which provides the Forge mod id at that version.
Your Overworld
Ore veins are not added, moved or made more common. A block that becomes granite iron ore was already going to be iron ore. Veins crossing a stone boundary blend block by block, so a vein running from stone into granite changes texture halfway with no seam. The big copper and iron veins are covered too.
Two copper settings are the exception, and they do change how much you find. Vanilla's large copper veins are packed with granite, so once they are restyled they read as solid walls of copper, and dripstone caves get sixteen extra veins per chunk that no other biome does. Ordinary copper defaults to 75 percent and dripstone caves to 50 percent. Set both to 100 for untouched vanilla amounts.
The Nether is optional
Vanilla gold and quartz only ever generate in netherrack, so basalt and blackstone versions are genuinely new ore rather than a restyle. It is on by default, because walking into the Nether, seeing nothing and assuming the mod is broken is the worse outcome. Turn basalt and blackstone off and Nether generation goes back to exactly vanilla.
The same is true of the supported mods' Nether ores that only generate in netherrack: Silent's Gems' Nether gems, Tech Reborn's cinnabar, pyrite and sphalerite, Extreme Reactors' benitoite and Cobblemon's Nether fire stone. Their basalt and blackstone versions add ore too, and each mod has its own switch for them.
Nether ore rarity decides how many basalt or blackstone veins convert, one in two by default. This only ever removes ore that this mod added.
Nether vein size shrinks vanilla's own netherrack veins as well, because vein size belongs to the whole feature rather than to the entries added here. It defaults to 80 percent. Set it to 100 for vanilla sized veins.
Bastions are protected. They are built out of blackstone and basalt and placed before ore generates, so without this their walls would turn into gold ore.
Your resource packs keep working
Every block is two layers, the stone underneath and a transparent ore overlay on top, rather than one flattened texture. A pack that retextures stone restyles these blocks automatically, and glow or outline packs still work. That is the thing that usually breaks with mods like this.
Works with what you already have
Worldgen overhauls and ore distribution datapacks keep their own settings, including Terralith. Nothing is overwritten, because the ore features that already exist are extended rather than replaced.
Ore doubling, quest mods and processing chains treat these as ordinary ore, because they carry the same tags, loot, XP, hardness, blast resistance and mining level as the block they replace. That includes JEI, REI and Jade.
Config
A proper config screen on every loader, from Mod Menu on Fabric or the mods list on NeoForge and Forge. Every host stone can be switched off, each supported mod has its own section, and the categories for mods you do not have are hidden.
Config never changes which blocks exist, only what generates, so a client and a server with different settings can never disagree. Changes apply the next time you load the world, to newly generated chunks.
Dependencies
| Mod | Fabric | NeoForge | Forge |
|---|---|---|---|
| Cloth Config | Required | Required | Required |
| Fabric API | Required | n/a | n/a |
| Mod Menu | Optional | n/a | n/a |
On Forge 1.21.11 only, Cloth Config comes from a separate project, Cloth Config API Forge, because the official one has no Forge build for that version. Install that one instead.
On NeoForge 26.3 only, Cloth Config is optional rather than required, because it has no NeoForge build for that version yet. Without it the mod runs on its default settings and has no config screen, and everything else works exactly the same. It goes back to required once that build exists.
Every mod in the supported list is optional. Install it and its blocks appear; do not, and nothing happens.
Quilt should work but is untested.
Common questions
Does it work in an existing world? Yes, but only in chunks you have not visited yet. Explored areas keep what they have.
Why no calcite, smooth basalt or dripstone? Ore never generates in those blocks, so a variant would have nowhere to exist.
Does it work on a server? Yes, install it on both sides.
Credits
The vanilla ore overlays are derived from Minecraft's own textures and remain Mojang's property. Each supported mod's overlay is derived from that mod's own ore texture and is used under its licence: Cobblemon by The Cobblemon Team (MPL-2.0, and the overlays derived from it are MPL-2.0 too), Create (CC0 and MIT), Create: New Age by Antarctic Gardens (BSD-3-Clause), Create: TFMG by DrMangoTea, Pepa and Luna (MIT), Dense Mekanism (MIT), Energized Power by JDDev0 (MIT), Exp Ores by TriQue (MIT), Extreme Reactors by ZeroNoRyouki (MIT), Ice and Fire by Alexthe666 and TheBv (LGPL-3.0), Modern Industrialization by Azerococo and Technici4n (MIT), Mystical Agriculture by BlakeBr0 (MIT), Mythic Metals by Noaaan (MIT), Mythic Upgrades by TriQue (MIT), Occultism by Kli Kli (MIT), Powah by owmii, Technici4n and shartte (LGPL-3.0), Silent Gear and Silent's Gems by SilentChaos512 (MIT), Tech Reborn by Team Reborn, modmuss50 and drcrazy (MIT), and Things by glisco (MIT).
The Immersive Engineering overlays are derived from its ore textures and are used with the permission of BluSunrize.
An original mod, written from scratch. Not a fork or a port.
Up to 437 blocks
| Host stone | Ores |
|---|---|
| Granite, Diorite, Andesite, Tuff | Coal, Copper, Iron, Gold, Redstone, Lapis Lazuli, Diamond, Emerald |
| Basalt, Blackstone | Gold, Quartz |
| The same host stones | Everything from the supported mods below |
The 36 vanilla Overworld and Nether blocks are always there. The rest come from mods you may or may not have, and the block list is worked out from what is actually installed. Nothing to configure: install a supported mod and its ores appear.
Glowing ores
Seamless Glowing Ores is the companion pack. Every ore glows in the dark, with an optional connected outline that joins ore of the same type across different stones. It needs only Fusion.
Supported mods
| Mod | Adds |
|---|---|
| Cobblemon | All ten evolution stones, plus Fire Stone in the Nether |
| Create | Zinc |
| Create: New Age | Thorium |
| Create: TFMG | Lead, Lithium, Nickel |
| Dense Mekanism | Fluorite, Lead, Osmium, Tin, Uranium |
| Energized Power | Tin |
| Exp Ores | Experience ore, Overworld and Nether |
| Extreme Reactors | Yellorite, plus Benitoite in the Nether |
| Ice and Fire | Sapphire, Silver |
| Immersive Engineering | Aluminum, Lead, Nickel, Silver, Uranium |
| Mekanism | Fluorite, Lead, Osmium, Tin, Uranium |
| Modern Industrialization | Up to 11 ores, Antimony to Uranium |
| Mystical Agriculture | Inferium, Prosperity |
| Mythic Metals | 23 ores |
| Mythic Upgrades | 9 ores |
| Occultism | Silver |
| Powah | Uraninite; poor, regular and dense |
| Silent Gear | Azure Silver, Bort, Crimson Iron |
| Silent's Gems | Up to 23 ores, Opal included |
| Tech Reborn | Up to 9 ores, plus Cinnabar, Pyrite and Sphalerite in the Nether |
| Things | Gleaming |
Where an ore already generates in a host stone, its variant is a pure restyle and changes nothing about how much of it you find. Ores that drop extra materials keep doing so, because the drops come from that mod's own tables rather than being rebuilt.
Some ores only ever generate in stone, granite, diorite and andesite, never in tuff, so those get three variants rather than four. Adding a tuff version would be inventing ore that does not exist, which is the one thing this mod will not do. End stone ores are skipped for the same reason: the End has no second stone type, so there is nothing to be seamless with.
What you get on your version
Which mods have a build differs a lot by Minecraft version and loader, so the count does too.
| Version | Fabric | NeoForge | Forge |
|---|---|---|---|
| 26.3 | 82 | 44 | n/a |
| 26.2 | 110 | 68 | n/a |
| 26.1.x | 154 | 176 | n/a |
| 1.21.11 | 44 | 152 | 36 |
| 1.21.4 to 1.21.10 | 150 | 46 | n/a |
| 1.21 and 1.21.1 | 216 | 367 | 36 |
| 1.20 and 1.20.1 | 285 | n/a | 306 |
Each count is the vanilla blocks plus every supported mod that has a build for that version and loader. Each download lists those mods as optional dependencies, so you can see at a glance what it supports. At 1.20.1 the Forge file also runs on NeoForge, which provides the Forge mod id at that version.
Your Overworld
Ore veins are not added, moved or made more common. A block that becomes granite iron ore was already going to be iron ore. Veins crossing a stone boundary blend block by block, so a vein running from stone into granite changes texture halfway with no seam. The big copper and iron veins are covered too.
Two copper settings are the exception, and they do change how much you find. Vanilla's large copper veins are packed with granite, so once they are restyled they read as solid walls of copper, and dripstone caves get sixteen extra veins per chunk that no other biome does. Ordinary copper defaults to 75 percent and dripstone caves to 50 percent. Set both to 100 for untouched vanilla amounts.
The Nether is optional
Vanilla gold and quartz only ever generate in netherrack, so basalt and blackstone versions are genuinely new ore rather than a restyle. It is on by default, because walking into the Nether, seeing nothing and assuming the mod is broken is the worse outcome. Turn basalt and blackstone off and Nether generation goes back to exactly vanilla.
The same is true of the supported mods' Nether ores that only generate in netherrack: Silent's Gems' Nether gems, Tech Reborn's cinnabar, pyrite and sphalerite, Extreme Reactors' benitoite and Cobblemon's Nether fire stone. Their basalt and blackstone versions add ore too, and each mod has its own switch for them.
Nether ore rarity decides how many basalt or blackstone veins convert, one in two by default. This only ever removes ore that this mod added.
Nether vein size shrinks vanilla's own netherrack veins as well, because vein size belongs to the whole feature rather than to the entries added here. It defaults to 80 percent. Set it to 100 for vanilla sized veins.
Bastions are protected. They are built out of blackstone and basalt and placed before ore generates, so without this their walls would turn into gold ore.
Your resource packs keep working
Every block is two layers, the stone underneath and a transparent ore overlay on top, rather than one flattened texture. A pack that retextures stone restyles these blocks automatically, and glow or outline packs still work. That is the thing that usually breaks with mods like this.
Works with what you already have
Worldgen overhauls and ore distribution datapacks keep their own settings, including Terralith. Nothing is overwritten, because the ore features that already exist are extended rather than replaced.
Ore doubling, quest mods and processing chains treat these as ordinary ore, because they carry the same tags, loot, XP, hardness, blast resistance and mining level as the block they replace. That includes JEI, REI and Jade.
Config
A proper config screen on every loader, from Mod Menu on Fabric or the mods list on NeoForge and Forge. Every host stone can be switched off, each supported mod has its own section, and the categories for mods you do not have are hidden.
Config never changes which blocks exist, only what generates, so a client and a server with different settings can never disagree. Changes apply the next time you load the world, to newly generated chunks.
Dependencies
| Mod | Fabric | NeoForge | Forge |
|---|---|---|---|
| Cloth Config | Required | Required | Required |
| Fabric API | Required | n/a | n/a |
| Mod Menu | Optional | n/a | n/a |
On Forge 1.21.11 only, Cloth Config comes from a separate project, Cloth Config API Forge, because the official one has no Forge build for that version. Install that one instead.
On NeoForge 26.3 only, Cloth Config is optional rather than required, because it has no NeoForge build for that version yet. Without it the mod runs on its default settings and has no config screen, and everything else works exactly the same. It goes back to required once that build exists.
Every mod in the supported list is optional. Install it and its blocks appear; do not, and nothing happens.
Quilt should work but is untested.
Common questions
Does it work in an existing world? Yes, but only in chunks you have not visited yet. Explored areas keep what they have.
Why no calcite, smooth basalt or dripstone? Ore never generates in those blocks, so a variant would have nowhere to exist.
Does it work on a server? Yes, install it on both sides.
Credits
The vanilla ore overlays are derived from Minecraft's own textures and remain Mojang's property. Each supported mod's overlay is derived from that mod's own ore texture and is used under its licence: Cobblemon by The Cobblemon Team (MPL-2.0, and the overlays derived from it are MPL-2.0 too), Create (CC0 and MIT), Create: New Age by Antarctic Gardens (BSD-3-Clause), Create: TFMG by DrMangoTea, Pepa and Luna (MIT), Dense Mekanism (MIT), Energized Power by JDDev0 (MIT), Exp Ores by TriQue (MIT), Extreme Reactors by ZeroNoRyouki (MIT), Ice and Fire by Alexthe666 and TheBv (LGPL-3.0), Modern Industrialization by Azerococo and Technici4n (MIT), Mystical Agriculture by BlakeBr0 (MIT), Mythic Metals by Noaaan (MIT), Mythic Upgrades by TriQue (MIT), Occultism by Kli Kli (MIT), Powah by owmii, Technici4n and shartte (LGPL-3.0), Silent Gear and Silent's Gems by SilentChaos512 (MIT), Tech Reborn by Team Reborn, modmuss50 and drcrazy (MIT), and Things by glisco (MIT).
The Immersive Engineering overlays are derived from its ore textures and are used with the permission of BluSunrize.
An original mod, written from scratch. Not a fork or a port.
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