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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-1.6.3.jar

  • R
  • Apr 5, 2026
  • 71.60 KB
  • 266
  • 1.20.1
  • Forge

File Name

lightdust-1.6.3.jar

Supported Versions

  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:light-dust-1460231:7879746")
Curse Maven does not yet support mods that have disabled 3rd party sharing

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Major Features

Directional Block Breaking: Particles now shoot out from the specific side of the block you hit. This debris can bounce and slide off nearby walls. Additionally, breaking a block creates a small vacuum that pulls close ambient dust into it.

  • breakParticleCount / breakParticleSpeed: Controls the volume and speed of the block-breaking debris.

  • actionDustGravity / actionDustBounce: Controls the fall speed and bounciness of debris hitting surfaces.

  • breakVacuumRadius / breakVacuumForce: Adjusts the distance and strength of the suction effect on ambient dust when a block is destroyed.

Cave Tremors (Explosions & Wardens): Explosions and other loud noises now cause debris to drop from the ceiling. And rise from the floor. The effect is strongest at the center of the blast and fades as it travels outward. Most particles fall from above, while any that spawn on the ground are kicked up into the air.

  • caveTremorParticleCount: The base density multiplier for the expanding shockwave.

  • tremorEpicenterMultiplier / tremorFalloffExponent: Controls the intensity at ground zero and the dropoff rate.

  • tremorCeilingBias / tremorFloorKickForce: Adjusts the ratio of ceiling to floor dust spawns and the upward force for floor dust.

  • tremorWavefrontThickness: Controls the thickness in blocks of the expanding shockwave.

  • tremorMaxGravity / tremorMinGravity: Adjusts the gravity applied to debris at the epicenter versus the outer edge.

Also completely rewrote the way ambient dust is affected by the explosion. When the explosion explodes it will no longer instantly affect all ambient dust that is in a radius, instead the actual explosion will travel in the air (1 block per tick) and the force that pushes the dust will scale based off distance from the epicenter. tremors will move at 1.5 blocks per tick.

Minor Features

Altitude Restrictions: Added a maximum Y-level restriction to prevent calculating or spawning dust above a specific height coordinate.

  • enableMaxYLevel: Toggle for the altitude restriction.

  • maxYLevel: The maximum Y-level coordinate where dust is allowed to spawn.

Dynamic Block Colors: Impact and breaking dust now captures the map color data from the interacted block. This applies to block breaking, heavy landing dust, and cave tremor debris.

  • enableDynamicBlockColors: Master toggle for the dynamic block color inheritance.

Fixes

Thermal Updraft Fix: Standard fire blocks (minecraft:fire) now properly trigger thermal updrafts.

Performance

Entity Tracking Optimization: The entity disturbance system now wraps the entity scan in a modulo check based on a configurable rate. You can freely make it scan faster or slower, note that the slower the scan the worse the dust physics will look.

  • entityScanRate: How often in ticks the mod scans for nearby entities.

Caching: Implemented a Cache System. The scan for tints or biome triggers is performed once for a specific block position and stored. Subsequent particles pull data directly from memory. Caches are purged every 20 ticks.

Distributed Spawning Loop: Spawning logic nested loops have been replaced with a Persistent 1D Index and a per tick search budget.

Note: I also reorganized the configs file again (sorry) since it was getting crowded and disorganized again...