What ores are in Ore Factory Squad?
Confirmed metals are copper, iron, gold, and diamond, alongside supporting materials stone, coal, clay, limestone, and sandstone.
Ore Factory Squad ores guide: copper, iron, gold, diamond, plus stone, coal, clay, limestone, sandstone spots, the ore detector, and property layers. Verified.
Mining copper, iron, and gold across property layers.
Ore Factory Squad ores are what every dig site, contract, and factory upgrade actually runs on. Every property generates its own voxel terrain, so copper, iron, gold, and diamond show up in different pockets each time — there is no fixed node map to memorize.
This hub tracks the confirmed ore types, how the in-game ore detector actually filters them, and where each material feeds into your production line once it is out of the ground. Pair it with the mining guide for digging mechanics and the machines hub for what happens after ore reaches the surface.
Once you can dig, the ore detector is the tool that turns blind swinging into targeted mining. Hold it, press R to open Change Target, then pick a specific material or leave it on Detect All to scan for everything at once — press T to change the filter mode and Y to toggle back to All.

| Control | Action |
|---|---|
| R (while holding detector) | Open Change Target and pick an ore to scan for |
| T | Change Target filter mode |
| Y | Reset filter to Detect All |
| Tab | Open backpack to check what you have collected |
On a starter suburban lot, the detector's Change Target list shows Stone, Clay, Limestone, and Sandstone, alongside Coal — the everyday materials that fill your first stock sales and contracts before metal veins get common. Metal ores join that list once you have dug deep enough or moved to a richer property type.
The in-game tutorial spells out the loop directly: collect a set amount of ore, pack one into your backpack, then load the packed ore into the truck. Skipping the detector to save cash early on almost always costs more time than it saves once you are wandering tunnels blind.
Confirmed headline metals across gameplay and store materials are Copper, Iron, Gold, and Diamond. These are the ores that unlock better contracts, gate licenses, and justify buying deeper or pricier properties.

| Ore | Typical tier | Where it leads |
|---|---|---|
| Copper | Early | Machines hub |
| Iron | Mid | Automation guide |
| Gold | Mid-late | Contracts guide |
| Diamond | Late | Properties hub |
Non-metal materials confirmed on early properties include Stone, Coal, Clay, Limestone, Sandstone. None of them make headlines, but they fill more stock-sale and contract requests than most new squads expect.
| Material | Common use |
|---|---|
| Stone | Feeds the Stone Crusher and early stock sales |
| Clay | Frequent early contract material |
| Limestone | Bulk contract deliveries, sold in blocks |
| Sandstone | Crushed into sand for processing chains |
| Coal | Stock-sale filler; possible smelting fuel in later builds |
Properties are not one flat dig site — gameplay footage confirms each property is split into multiple depth layers, and each layer tends to expose its own mix of ore. Surface layers lean toward stone, clay, and sandstone; push down far enough and copper, iron, gold, and eventually diamond start showing up instead.
That is also why a cheap starter lot can feel "tapped out" fast: you have cleared the accessible layer, not the whole property. Either dig further down with better tools or move on to a pricier property type once your factory income supports it.
Raw ore is worth little on its own. The common early backbone is dig → Stone Crusher → Sorting Output → conveyor → next station, with the crusher breaking rock into processable chunks and the sorting output both feeding belts and giving instant access to packaged stock. See the machines hub for the full purchasable machine list and prices, and the automation guide for wiring conveyors between them.
Tool progression on the mining side runs Shovel → Pickaxe → Jackhammer → Dynamite, so your ability to reach deeper, richer ore layers scales alongside your processing chain rather than ahead of it.
Selling raw, unprocessed ore is almost always the worst payout in the game. Even a basic crush or sort pass before selling — or holding it for a contract that specifically wants that material — pays noticeably more than dumping raw stacks at the stock sale window.
Confirmed metals are copper, iron, gold, and diamond, alongside supporting materials stone, coal, clay, limestone, and sandstone.
They spawn in deeper property layers rather than near the surface — use the ore detector’s Change Target menu and dig down once your starter layer feels tapped out.
It is optional but pays for itself fast: it filters for a specific ore and signals density as you approach, cutting down on blind tunneling.
Not yet published with confirmed numbers — exact processing ratios are marked needs-check until more patch data is verified. The machines hub tracks what is confirmed so far.
Process it first when you can. Raw stock sales pay the least of any route in the game; a crush or sort pass (or matching it to a contract) pays more for the same material.
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