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Light Dust

All light sources will produce a biome specific configurable amount of dust. The dust also has physics! Highly customizable.

File Details

lightdust-1.2.3.jar

  • R
  • Mar 2, 2026
  • 36.75 KB
  • 270
  • 1.20.1
  • Forge

File Name

lightdust-1.2.3.jar

Supported Versions

  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:light-dust-1460231:7702655")
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Major Feature

Biome tinted dust: Dust can be and is now tinted based on the biome you are standing in. This means that dust will have a different appearance in every biome, this should also work with modded biomes given you add it to the list in lightdust/color.toml.

Particle Physics Update: Dust physics is now categorized with each category having their own different physics behaviors. Particles assign themselves physical and visual behaviors based on their environment:

  • Spores (Lush/Swamp): Falls slowly, drifts slowly, and pulses/glows slightly.

  • Snowy Dust (Ice Biomes): Occasionally reflects the ambient light which results in a sudden bright 'light'.

  • Ash & Heavy Dust (Deserts/Basalt/Dripstone): Heavier particles that fall faster and are less affected by micro turbulence (the movement of dust).

  • Sculk Dust (Deep Dark): Falls unnaturally smoothly, slow falling, pulses with a weird glow, and occasionally darts horizontally.

Minor Features

Dust will no longer spawn outdoors if it is raining or snowing.

Dust now always has a slight variation in color, works with all colors.

Optimization & Config Stuff

Distance Falloff (LOD): Added another performance optimization that acts as a Level of Detail system for particles. Dust density now gradually reduces past a configurable distance (falloffDistance and falloffMultiplier), which should save massive amounts of CPU cycles and rendering overhead without sacrificing the density right in front of you.

Config Folder: The configuration has been split up for readability. Settings are now in a dedicated config/lightdust/ folder, split into main.toml (for spawning and physics) and colors.toml (for all block and biome tints).

  • New CUSTOM_BIOME_TINTS Config: define base ambient colors for any vanilla or modded biome using simple hex codes.

  • New CAVE_BIOME_TRIGGERS Config: Add custom blocks and assign them a hex color. The scanner will automatically group blocks by hex code and transition the caves dust color when enough of those blocks are nearby. Works with modded caves.