Ores/yue

礦物係遊戲進程裏面需要嘅主要原材料物品. 佢哋基本上都要先喺Furnace/yue燒成Bars/yue之後先至可以用嚟製作必要嘅Tools/yue、Weapons/yue、Armor/yue同埋其他Items/yue. 與此同時有啲物品嘅製作亦都會需要用返原礦本身個方塊，呢啲物品最常見嘅包括Bricks/yue同Potions/yue. 而原礦方塊自己亦都可以用嚟作為裝飾用嘅方塊.

礦物通常都會喺地底層或之下以一脈放好嘅Blocks/yue形式出現. 礦物需要用Pickaxes/yue或者係Drills/yue去進行挖掘. 較低等級嘅礦可以喺Layers/yue附近嘅泥土入面，又或者係Floating Island/yue之內搵到. 有啲礦物淨係會喺Bosses/yue身上面掉落，呢啲Boss怪包括Eye of Cthulhu/yue、Eater of Worlds/yue、Brain of Cthulhu/yue、仲有.

Extractinator/yue同Fishing/yue所出嘅Wooden Crate/yue隨機開出嚟嘅獎勵亦都可能包括礦物.

礦物有分級數，而一個世界基本上每一級只會出現一種礦物（喺世界生成嘅時候隨機決定）. 譬如話一個世界可能會得銅同Iron Ore/yue，而另一個世界就淨係得銅同Lead Ore/yue（更多資訊可以喺下面嘅表格度揾到）. 另外嗰種嘅礦物唔會自動生成，但係有其他方式可以獲得，例如話透過Crates/yue、、Slimes/yue掉落物或者用變廢為寶機呢啲方式. Hardmode/yue嘅礦物種類就係喺玩家摧毀一個祭壇嘅時候決定. 遊戲入面總共有 21／ 20種唔同嘅礦物.

Hardmode
The first three tiers of Hardmode ores are spawned by destroying Demon/Crimson Altars, which requires a hammer with 80% hammer power or higher, e.g. the Pwnhammer. Chlorophyte Ore spawns on its own once Hardmode is triggered, though it cannot be mined before killing all of the Mechanical bosses, and Luminite does not occur naturally. Neither ores are affected by destroyed altars.


 * Cobalt/Palladium is roughly twice as common as Adamantite/Titanium, with Mythril/Orichalcum halfway between.

Ore generation
The amount of ore veins generated upon destroying an altar is determined by the following formula:

$ores-math-1$
 * is the floor function.
 * is the width of the world divided by 4200: 1 for small, 1.524 for medium worlds and 2 for large worlds.
 * represents the respective tier of ore:
 * {| class="terraria lined"

! colspan=2 | Ore type !! Value
 * || || 0
 * || || 1
 * || || 2
 * }
 * depends on the ore type, slightly increasing/decreasing the rarity of different types:
 * {| class="terraria lined"
 * }
 * depends on the ore type, slightly increasing/decreasing the rarity of different types:
 * {| class="terraria lined"

! colspan=2 | Ore type !! Value
 * colspan=2 | || 1.05
 * || || 1
 * colspan=2 | || 0.945
 * || || 0.9
 * }
 * This reveals that worlds with Palladium instead of Cobalt, Orichalcum instead of Mythril, or Titanium instead of Adamantite will, on average, have 10% less of the respective ore.
 * || || 0.9
 * }
 * This reveals that worlds with Palladium instead of Cobalt, Orichalcum instead of Mythril, or Titanium instead of Adamantite will, on average, have 10% less of the respective ore.
 * This reveals that worlds with Palladium instead of Cobalt, Orichalcum instead of Mythril, or Titanium instead of Adamantite will, on average, have 10% less of the respective ore.

The table below visualizes this and shows how many ore veins will be spawned for each altar destroyed. If 264 altars were to be destroyed in one world, all following altars would only spawn one ore vein.
 * These values are for a small world.

All Hardmode ores will avoid spawning in the outer 100 tiles of the world. The highest location for Cobalt and Palladium to spawn is just below the surface, Mythril and Orichalcum start to spawn from the top of the Cavern layer, and Adamantite and Titanium start to spawn in the Cavern layer, lower than Mythril/Orichalcum. All ores stop spawning at 150 tiles above the world's bottom border, i.e. about one fourth into the Underworld.

The amount of altars smashed does not affect the size of ore veins, only the amount. As the generation of each vein is heavily randomized, it is difficult to give exact high and low values from "optimal" veins. Instead, a table of "good luck" vein amounts and "bad luck" vein amounts is shown below. Average yield is likely between 30–40% due to occasional lost ore.


 * Note that this is not related to the mechanic.

Note however, that the above table assumes that all the ore actually replaces blocks. Ore will not spawn if it attempts to spawn over any block not listed below.

In addition to this, Hardmode ores will not generate over Granite Blocks, Marble Blocks, or any hardened sands, and as such cannot be found in the, , and biomes without replaceable blocks already existing there.

Tips

 * Each Hardmode ore is chosen at the moment the first three altars in the world are broken. Ores can be "chosen" by quitting the world without saving (by ending the task or killing the process) after smashing the first altars. It is more easily done with a server, using the  command.
 * As of 1.4, using the drunk world seed will generate all six hardmode ores after smashing six altars.
 * All ores except Hellstone and Obsidian are highlighted by the Spelunker buff, making it easy to find veins of ore. Hellstone is not lit up by the buff, but it is by a Dangersense Potion. Obsidian is easily found and made around lava.
 * Using a Crate Potion will improve the chances of obtaining crates and as such the ore-bearing Wooden Crates.
 * Filling in caves with spare natural blocks such as dirt before destroying altars can cause Hardmode ores to spawn in them. They can then also be seen on the minimap, presenting an easy way to convert extra blocks into ores with knowing their exact location.
 * In the, the Palladium Pickaxe and Drill can mine Adamantite and Titanium.
 * Most ores sell for the same as or more than the bars made from them. Prior to 1.4, the exceptions are the late pre-Hardmode ores (Meteorite, Demonite/Crimtane, Hellstone), and Chlorophyte, all of which are far more profitable as bars. (Hellstone and Obsidian are unsaleable as ores, and there is no Obsidian Bar).
 * However, as of 1.4, the sell values of Demonite, Crimtane, and Chlorophyte ores were increased, such that the respective bars sell for as much as their components. Hence, it is more efficient to simply sell the ores.
 * Meteorite and Hellstone remain exceptions, although raw Hellstone can now be sold.
 * Two ways to quickly find Hardmode ores is to use previously discovered Abandoned mine shaft s or search along the ceiling of The Underworld. Both of these methods feature large cave systems along a significant horizontal distance, the minecart tracks allow the player to outrun dangerous enemies, and pre-Mechanical boss Hardmode enemies in the Underworld spawn rarely and are easy to avoid.

Trivia

 * Hellstone's item sprite is a recolor of that of Silver Ore.
 * Hellstone is the only ore that cannot be infinitely generated within a single world. Others can be obtained from sources such as crates, an Extractinator, bosses, duplicable liquids, Meteorite crashes, and mud. Prior to 1.4.0.1, Chlorophyte was limited by the amount of mud (and dirt) in the world, however with the addition of Dirt Bombs, dirt can be infinitely created, which can be crafted into mud, which can be used to infinitely create chlorophyte.
 * Before the 1.4.0.1 update, Iron and Lead ores did not have bricks.
 * Prior to 1.4, despite being a late-game ore, Chlorophyte Ore only sold for per ore. This could have been because it can be farmed indefinitely, but its bar (and derivative bars) fell right into sequence pricewise.
 * As of 1.4, Chlorophyte Ores now sells for each, which is exactly in line with their bar's value.
 * Luminite sells for the most of any ore, per piece.
 * Palladium, Cobalt, and Titanium are the only Hardmode ores named after real metals.
 * Luminite is the only ore that does not use either a Furnace or Hardmode Forge to craft bars, instead requiring the Ancient Manipulator.
 * As of 1.4, both ores of each tier can be mined in the seed "05162020" that was teased in Red's tweet here. This is just one example of the unusual world generation effects that happen on this seed. A case of this can be seen in the picture to the right. For more oddities like this, see Drunk World.
 * Another oddity is that both evil biomes' ores (Demonite and Crimtane) are spawned.