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For the deleted seeds section, see Talk:Ores/Seeds.


Just a question about a possible edit, just so people dont get confused, maybe "mined with" could be replaced with somthing like "minimum pickaxe/drill required" or somthing similar? Just a thought. WelchDrew (talk) 20:32, 12 September 2014 (UTC)

Probably a good idea, just did that. Equazcion (talk) 20:45, 12 Sep 2014 (UTC)


Just a question, is tin, lead, tungsten ... ores rarer than copper, iron, silver... ores? Because I played mobile version before and I find it very hard to find ores in the pc version. — Preceding unsigned comment added by

Tin and its ilk are alternate ores that the world may spawn with instead of their default counterparts. Individually, they spawn under the same circumstances and in the same quantities, but in a world with iron ores, there won't be any lead ore, nor will lead bars appear in chests. It's basically the same as the Hardmode ores, but with even less difference between the two options. While there are a few minor statistical differences between the two, the ore selection is largely only an aesthetic change. Gearzein (talk) 02:47, 4 November 2014 (UTC)
They why do tin, lead tungsten ores worth more than copper, iron, silver ores? And can you get both demonise and climtane ores in one world by killing bosses? — Preceding unsigned comment added by
There are minor statistical differences between the two ore sets. For example, a Platinum Broadsword deals two more points of damage than a Gold Broadsword, so platinum is marginally more valuable than gold. The differences aren't as vast as the hardmode set bonuses but they're there, so the sell values compensate, I suppose.
As for Demonite and Crimtane, I can't entirely say for sure. The world will only generate the ore that comes with the biome it starts with, so a Crimson world will only have Crimtane Ore veins underground. I know the Eye of Cthulhu will only drop the ore the world is flagged to allow, so even if you erase all the Corruption in the world and replace it with Crimson, you'll only ever get Demonite Ore. I've yet to try importing a biome and fighting its boss for drops to see if, for example, the Brain of Cthulhu drops Demonite in a Corrupt-flagged world.
Gearzein (talk) 03:27, 4 November 2014 (UTC)
I did just that, and it drops Crimtane. Still to test vice versa. - MinecraftPhotos4U (talk) 13:26, 4 November 2014 (UTC)

Ore Placement

Looking at the table, the meteorite ore is a higher rank than the crimtane and demonite ores, yet can be minned by the tungsten pickaxe. should it be placed above those ores or be in the same place as before?

Luigirox901 (talk) 05:23, 7 December 2015 (UTC)


The trivia states that you cannot infinitely generate hellstone or chlorophyte ore within a single world. Chlorophyte grows though. Is it because it isn't truly infinite because you eventually run out of mud? Chewbacca4213 (talk) 15:47, 31 January 2017 (UTC) I think there’s a max amount of chlorophyte or hellstone that can generate according to the games code. 19:11, 25 June 2021 (UTC)

Yep, there's only a limited amount of Hellstone that generates, and while Chlorophyte can grow it's limited by the amount of dirt/mud in a world- before Dirt Bombs were added there wasn't a source of infinite dirt to make mud, or mud —ϟAwesome_Diamondsϟtalk 19:18, 25 June 2021 (UTC)

New Column

One thing that I am looking for a lot is sell value of ore vs. sell value of equivalent bar. Would it be okay to add a column with said information to the charts? I'm thinking something like "Cost efficient to convert to bar" with a yes or a no in the column. It might be a table to put into trivia though, or at least a bullet saying "X, Y, and Z net you more per bar when sold, but A, B, and C net more as ores." Chewbacca4213 (talk) 15:53, 31 January 2017 (UTC)

Hardmode Ores Found In Easymode.

When me and my friend started a new world, we immediately went to go and mine for materials. We went down into this cave and found cobalt, even though we haven't ever even been to the underworld. Is this a bug or a glitch, or just plain luck? Here is a picture showing the cobalt and me while we were still in easymode, and the weird part is, we found both lead and iron, as well as orichalcum farther down. Diamondnife (talk) 18:32, 16 March 2017 (UTC)

Iron, Lead, and Cobalt Ores generated.jpg

It's likely that you (or your friend) used a custom world generator, which caused extra ores to appear. I'm also noticing the version being played in the screenshot is 1.2, which suggests that there could be modifications at work. There's no code anywhere in the game's files to generate both lead and iron in a world, or to generate cobalt during world generation, so this is not something that can happen in unmodified Terraria. –KM100 (talk) 18:53, 16 March 2017 (UTC)

Infobox swap 2018

Not sure if the edit summary gave the reason well enough, but the old table didn't give much useful information, and just didn't fit in the corner. The details were moved down to the body of the article in 2014 and it doesn't really fit the top of the page as a summary any more.

Plus, it wreaked havoc with the layout. I felt that a more succinct and less intrusive infobox, like with most item pages on the wiki and even the refined counterpart, bars was more appropriate. Techhead7890 (talk) 17:50, 5 April 2018 (UTC)

Silver is missing from the "List of ores" section

It should be between Lead and Tungsten.--Dragon3025 (talk) 23:37, 17 April 2020 (UTC)

I've purged the page, so it should be visible now. Thanks for the notification. 4e696e6a6f795844 (talk) 00:54, 18 April 2020 (UTC)

Altar Ore Generation

Hardmode ore generation from breaking altars seems to have been fixed in 1.4
(float num3 = (float) (Main.maxTilesX / 4200); in function SmashAltar in Terraria.WorldGen.cs)

McAwesome (talk) 15:00, 18 May 2020 (UTC)
Thank you for noting! I adjusted the article. (Since I'm curious, may ask how you came across this? Did you read it on the page and checked the code then?) --Rye Greenwood (talk) 15:12, 18 May 2020 (UTC)
I read on the page that the game incorrectly uses 1 as a multiplier for medium worlds (due to int / int = int), but then noticed that it's for, after which I checked the code. --McAwesome (talk) 08:33, 19 May 2020 (UTC)

Ore veins

In 1.4, enormous 'veins' of ore (primarily copper/tin and lead/iron, but I am certain I have also located silver/tungsten) can be found at the surface. I'm not certain if these deserve their own section, or just a brief mention, but it feels as if they should be brought up in the article somewhere. I was able to get 100 lead ore out of a single vein, and it spawned in the jungle, so they are no longer dirt-exclusive (though I have yet to see any in sand, so I suspect it is dirt and mud surface). (EDIT: Added signature)

I'm pretty sure 1.4 massively increased the amount that ores generate. I've seen large veins of all types of ore everywhere; interestingly, it seems to have increased the vein size of all ores, even Demonite and Crimtane. -- 12:30, 24 May 2020 (UTC)

Hardmode ore generation consistency

I'm not sure if I'm reading this right, but it seems to me like the page makes contradictory statements concerning harmode ore generation. In the header section, it says:

>Hardmode ore types are chosen at random as soon as the player destroys an Altar, and unlike Pre-Hardmode Ores, their pairings are consistent; Cobalt Ore will always be generated with Mythril and Adamantite Ores, and vice-versa.

Suggesting that all three ores are determined as soon as the first altar is smashed.

However, further down in the "Hardmode" section it says

>Which ores are generated is not determined until the first, second or third altar is smashed. For example, it is not determined if the world has Cobalt or Palladium until the first altar has been smashed. The same goes for Mythril/Orichalcum with the second altar, and Adamantite/Titanium for the third.

Claiming that each ore tier is determined individually when each altar is smashed. 13:09, 16 June 2020 (UTC)

Deleted section

The Terraria Wiki is not a place to collect world generation seeds; I have moved the section to Talk:Ores/Seeds and will mark it for deletion in 24 hours. -- Breathlessblizzard (talk) 23:29, 16 June 2020 (UTC)

Odd artifacts in ore table.

Platinum and Orichalum have their rarity prefixed by "data-sort-value=" in the table. --MentalMouse42 (talk) 23:05, 12 July 2020 (UTC)

Fixed. There was some changes to how {{item infobox}} stores its data and quite a few of the dynamic lists have broken. --Eraloiz (talk) 23:26, 12 July 2020 (UTC)

Crimtane/demonite rarity in respected biomes

I think crimtane/demonite are more common in crimson/corruption, if they are you should add it to trivia/tips 19:23, 25 June 2021 (UTC)

Formula to calculate pre-hardmode ores

I was messing around with the source code in Terraria.Utilities.UnifiedRandom.cs and Terraria.WorldGen.cs, and I was able to derive a simple formula that can be used to determine which ore will generate for any of the first four tiers (Copper/Tin, Iron/Lead, Silver/Tungsten and Gold/Platinum) in any given seed:

(seed * multi + base) % 2147483647 > 1073741823

  • seed is the numerical seed. It is always an integer between 0 and 2147483647.
  • multi is one of four constants, depending on the tier.
    • 1582116761 for the copper tier.
    • 1676571504 for the iron tier.
    • 1476289907 for the silver tier.
    • 1117239683 for the gold tier.
  • base is one of four constants, depending on the tier.
    • 626863973 for the copper tier.
    • 1003550677 for the iron tier.
    • 1358625013 for the silver tier.
    • 1008269081 for the gold tier.
  • X % Y is the modulo operator.

If the inequality holds true, the world generates with the older ore (Copper, Iron, Silver or Gold). Otherwise, it generates with the newer ore (Tin, Lead, Tungsten or Platinum).

For example: If you want to create a world with the seed 665517289, and you want to find out if it will generate with Copper or Tin, you'd calculate like this:

(665517289 * 1582116761 + 626863973) % 2147483647 > 1073741823

Of course, due to the huge numbers involved you can't calculate it by hand. But you can easily do it by copying an pasting it to an online calculator. Just searching the whole thing on Ecosia worked for me. This inequality is true, so the world will generate with Copper.

Alternatively, you can run an algorithm that calculates all four tiers at once. I wrote a short program in the Kotlin Playground that does just that. You write the seed, and the program says which four ores will generate in that world. For convenience, it supports text seeds and automatically converts them to numerical seeds.

The formula does not work with secret world seeds. Even if you could somehow choose the behind-the-scenes seed, the differences in world generation are likely to throw off the RGN, leading to an incorrect result.

Should this formula be included in the article? I think so. But I want to hear what others think. At the very least, I want to wait until more people verify it. I'm pretty convinced the formula is accurate, and it worked for all the seeds I tested, but it's possible that some rounding error or edge case somewhere would lead to an incorrect result.

--BlueSnakelet (talk) 02:40, 30 July 2023 (UTC)

@BlueSnakelet I support adding it.--提拉利亞享受者 (talk) 17:34, 27 September 2023 (UTC)