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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-1.6.4+hotfix.jar

  • R
  • Apr 10, 2026
  • 95.42 KB
  • 706
  • 1.20.1
  • Forge

File Name

lightdust-1.6.4+hotfix.jar

Supported Versions

  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:light-dust-1460231:7905888")
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This minor update is focused mainly on performance and few fixes including one for a critical issue that was brought to me. It may not contain much but it is a lot more stable and performant so I suggest using this version.

Minor Features

Hd dust particles: I decided it was time to update the dust particles. So I made 18 different variations for the HD dust particle (vs 9 for legacy). They are 32x32 pixels and are blurred slightly so it should look better, however you can freely swap between the two modes.

  • useHdParticles (Default: true): Toggle for HD particles, false for legacy particles.

Tremor Gravity: Separated the gravity calculations for explosion dust based on where it spawns.

  • tremorRoofMultiplier (Default: 0.4): Multiplier for dust gravity falling from above.

  • tremorFloorMultiplier (Default: 0.2): Multiplier for dust gravity kicked up from below.

Performance

Tremor Raycast Caching: Changed how explosion dust detects ceilings and floors. Instead of running 24 block raycasts for every single particle, the mod now uses a per tick spatial cache. This drastically reduces the number of block checks from thousands down to around a hundred during explosions.

Tremor Dust Physics: disabled block collision physics for explosive dust particles. This should reduce FPS drops during loud sounds.

Dead Physics Culling: Particles that have landed and come to a complete stop now automatically disable their internal collision boxes.

Math & Memory Profiling: Patched a significant GC memory leak by moving Vec3 eye position calculations out of the main 150 iteration ambient scanning loop.

Fixes

Crash Fix (issue #4): Rewrote the way I handle undefined biomes in the color cache. Previously, biomes missing from the colors.toml configuration would store an empty array in the cache, causing an ArrayIndexOutOfBoundsException when a second particle attempted to spawn in the same block. Undefined biomes now default to a neutral dust tint without crashing.

Tremor Gravity Fix: Fixed an oversight where ExplosionDustParticle was completely ignoring the dynamic CURRENT_GRAVITY variable passed to it. Explosion dust will now properly use the newly added configured max/min gravity settings.