More Ores gives mining a reason to continue past diamonds. New ores wait underground, each one smelting into an ingot that opens up a full set of gear rather than a single item.
Platinum comes out pale and almost white, somewhere between iron and quartz in tone. Uranium goes the other way entirely, a toxic green bright enough to look radioactive in your hands.
Every material covers the same ground. Pickaxe, axe, shovel and hoe handle the work, a sword covers the fighting, and helmet, chestplate, leggings and boots finish the set.
That means nothing is a half-upgrade. Once you have enough of a new ingot, you can replace everything you are carrying rather than mixing tiers and wondering which slot is lagging behind.
Wearing four matching pieces grants an extra effect on top of the protection, and each metal has its own. The one you commit to therefore changes how you play, not just how much damage you shrug off.
Mixing pieces from different metals costs you that effect, so there is a reason to finish what you started before chasing the next ore. Caving earns back its appeal once there is something down there you have not collected yet.
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