COWMODSКаталог модов

Light Dust

All light sources will produce a configurable amount of dust. The dust also has physics! Highly customizable via in game config menu.

Автор: swisscheese81910,4 тыс.99обновлён 16 окт. 2026 г.
Декор

Описание

Light Dust

Light Dust is a lightweight client side mod that adds floating dust to your world. Built with interactive physics, dust reacts to light, weather, and the exact biome you are exploring.

As of v1.9.5+ this mod has an in game config menu (no dependencies) which you can find by doing: menu -> mods -> lightdust -> config

Features

  • You can see some of them by looking at the config options below! But there really is a lot to list so I suggest looking at in via in game config menu.

Spawning & Performance

  • spawnMode (Default: FANCY): Choose between FANCY and FAST for spawning dust.
  • fastSpawnChecks (Default: 120): Math budget for FAST mode. Random sample count. Lower = Better FPS.
  • fancySpawnChecks (Default: 1200): Math budget for FANCY mode. Max blocks mapped by BFS. Restricts radius if too low. Note: If you set fastSpawnChecks to any value >400, I would suggest swapping to fancy.
  • enableMaxYLevel (Default: false): Toggle for the height limit.
  • maxYLevel (Default: 60): The height coordinate where dust stops spawning.
  • ambientRadius (Default: 10): How far away from the player dust will attempt to spawn.
  • ambientHardCapRadius (Default: 12): The absolute maximum distance dust can exist. Particles further than this are deleted instantly.
  • ambientBlockCap (Default: 14): The maximum density of dust allowed in a single block.
  • minBlockLight (Default: 6): The minimum block light level required for ambient dust to spawn.
  • daytimeLightDiff (Default: 5): The minimum difference between Block Light and Sky Light required for dust to spawn during the day.

  • falloffDistance (Default: 6): Distance from the player where dust density starts to decrease.
  • falloffMultiplier (Default: 0.3): Multiplier applied to the max particle cap beyond the falloff distance.

  • enableOcclusionCulling (Default: true): Uses LOS raytracing to prevent dust from spawning behind solid walls.

Visuals & Environment

  • useHdParticles (Default: true): Toggle for the HD dust particles or use the legacy version. Note that if you use this you should lower the values for particle size and opacity slightly. (I suggest 0.016 and 0.18 respectively)
  • enableDynamicBlockColors (Default: true): Toggle for the block color inheritance system.
  • ambientDustOpacity (Default: 0.18): Base opacity for ambient dust.
  • particleSize (Default: 0.016): Adjust the visual size of the ambient dust particles.
  • particleLifetime (Default: 200): Control how long (in ticks) dust particles stick around.

  • enableWind: Globally disables all wind and weather based directional pushing.
  • windSpeedClear (Default: 0.25): Adjusts global wind drift during clear weather.
  • windSpeedRain (Default: 0.35): Adjusts global wind drift during rain.
  • windSpeedThunder (Default: 0.5): Adjusts global wind drift during thunder.
  • disableDuringRain (Default: false): Toggles to prevent outdoor dust from spawning or existing during rain.
  • disableDuringThunder (Default: false): Toggles to prevent outdoor dust from spawning or existing during thunder.

Interactions & Actions

  • enableBlockBreakingDust: Toggles the directional burst of dust particles when a block is destroyed.
  • breakParticleCount (Default: 12): Controls the volume of the block-breaking debris.
  • breakParticleSpeed (Default: 0.1): Controls the speed of the block-breaking debris.
  • actionDustGravity (Default: 2.0): Controls the fall speed of debris hitting surfaces.
  • actionDustBounce (Default: 0.2): Controls the bounciness of debris hitting surfaces.

  • breakVacuumRadius (Default: 1.2): The radius in blocks that ambient dust is pulled toward a broken block.
  • enableBreakVacuum (Default: true): Toggle for the vacuum effect when a block breaks.
  • breakVacuumForce (Default: 10.0): How strong the dust is pulled toward the broken block.

  • enableCaveTremors: Toggles the ceiling dust falling from Warden sonic booms and explosions.
  • caveTremorParticleCount (Default: 90): The base density of falling debris during explosions.
  • tremorEpicenterMultiplier (Default: 5.0): Controls intensity at the blast center.
  • tremorFalloffExponent (Default: 6.0): Controls how quickly intensity fades from the blast center.
  • tremorCeilingBias (Default: 0.75): Adjusts the ratio of ceiling-to-floor spawns.
  • tremorFloorKickForce (Default: 2.1): Adjusts the upward force for floor dust.
  • tremorWavefrontThickness (Default: 6.0): Controls the depth of the expanding shockwave zone.
  • tremorMaxGravity (Default: 40.0): Adjusts the weight of debris at the center.
  • tremorMinGravity (Default: 1.0): Adjusts the weight of debris at the outer edge.
  • tremorRoofMultiplier (Default: 0.4): Multiplier for the gravity applied to dust falling from the ceiling.
  • tremorFloorMultiplier (Default: 0.2): Multiplier for the gravity applied to dust kicked up from the floor.

  • enablePlayerInteraction: Toggles whether player movement, weapon swinging, and shielding disturbs ambient dust.
  • playerInteractRadius (Default: 4.0): The radius at which player movements physically push dust particles.

  • enableHeavyLandingDust: Toggles the ring of dust kicked up from heavy landings.
  • heavyLandingMaxParticles (Default: 96): Controls how many particles spawn when taking fall damage.
  • heavyLandingParticleMultiplier (Default: 12): Controls the multiplier for particles spawned when taking fall damage.
  • heavyLandingUpwardSpeed (Default: 0.2): Controls the speed of the heavy landing dust ring upward.
  • heavyLandingOutwardSpeed (Default: 0.12): Controls the shape of the heavy landing dust ring outward.
  • heavyLandingAmbientPush (Default: 1.0): Controls the shockwave force that pushes ambient dust away when you land.
  • heavyLandingAmbientRadius (Default: 4.0): Controls the shockwave radius that pushes ambient dust away when you land.

  • enableThermalUpdrafts: Toggles the rising heat physics and updrafts above heat blocks.
  • heatBlocks (Default: DEFAULT_HEAT_BLOCKS): List of blocks that emit heat for thermal updrafts.

Dynamic Lights Compat

  • enableHandheldLights (Default: false): If true, items held in your hand will act as fake light sources, allowing dust to spawn and coloring the dust.
  • handheldLightItems (Default: DEFAULT_HANDHELD_LIGHTS): List of items/tags and their light properties. Format: 'modid:item_name=radius,#HEXCOLOR' or '#modid:tag=radius,#HEXCOLOR'.

Experimental Features (experimental.toml)

  • enableCaveDrafts (Default: true): Enables air pressure and drafts inside caves.
  • caveDraftStrength (Default: 0.85): Multiplier for the speed of wind drafts inside caves.
  • enableEntityDisturbance (Default: true): Allows non-player entities (mobs/projectiles) to kick up and disturb dust. This is hard capped to only track the 6 closest moving entities.
  • entityScanRate (Default: 4): How often in ticks the mod scans for nearby entities.
  • entityPushStrength (Default: 0.05): How strongly entities push dust when moving through it.
  • enableAdvancedWindMath (Default: true): Enable complex spatial turbulence and sweeping wind physics.
  • enableWindDeflection (Default: true): Allows wind to realistically blow dust down tunnels.
  • enableDustSettling (Default: true): Allows dust particles to visually settle when hitting the ground.

Color & Tinting Settings (colors.toml)

  • tintStrength (Default: 0.75): Adjusts how strongly colored lights tint the dust. (suggest higher values if using Hd dust ex: 0.75).
  • customTints: A list of light-emitting blocks and their hex colors for dust tinting.
  • customBiomeTints: Define base ambient colors for biomes using hex codes.
  • caveBiomeTriggers: Map specific blocks to a hex color for underground environment changes.


Q&A

Q: Does this work with true dark mods?

A: Yes. It should work with them. However, you may need to change the opacity of the dust.

Q: Does this work with Shaders?

A: Yes. However, shaders often change how transparency renders. If the dust looks too invisible, increase ambientDustOpacity in the config (try 0.45 or higher).

Q: Will this cause lag in big modpacks?

A: It is designed specifically to be lightweight. The mod has a ton of optimization options such as the newly added LOS and Hemisphere system aswell as Occlusion Culling to skip particle rendering behind solid walls. If you still drop frames, you can disable enableAdvancedWindMath or lower the particle caps in the configs.

Q: Can I change the color of the dust?

A: Yes! You can change the tint of light sources (customTints), the base color of any biome (customBiomeTints), and trigger colors underground using specific blocks (caveBiomeTriggers) in the colors.toml config.

Q: Does this work with modded biomes and caves?

A: Yep. Just add the modded biome ID or the modded blocks to the respective lists in the config, assign a hex color, and it should work just fine.

Q: How do I disable the Block Break particles?

A: Set breakParticleCount to 0 in the config.

Галерея

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Последние версии

Все версии →
release

Light Dust Forge 2.1.3

2.1.3
16 окт. 2026 г.248Minecraft: 1.20.1forge
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Что нового
**Bug Fixes**<br> - Fixed a severe lag bug causing single digit framerates and 100% render thread usage when switching worlds, changing dimensions, or altering server time. An uncleared explosion timestamp from a previous world would result in a massive negative time delta, triggering a math calculation error that attempted to spawn millions of particles in a single tick. The cache is now properly cleared on world unload and the math is bounded. (Resolves [issue #13](https://github.com/Swiss8191/Light-Dust/issues/10))
release

Light Dust NeoForge 2.1.3

2.1.3
16 окт. 2026 г.275Minecraft: 1.21.1neoforge
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Что нового
**Bug Fixes**<br> - Fixed a severe lag bug causing single digit framerates and 100% render thread usage when switching worlds, changing dimensions, or altering server time. An uncleared explosion timestamp from a previous world would result in a massive negative time delta, triggering a math calculation error that attempted to spawn millions of particles in a single tick. The cache is now properly cleared on world unload and the math is bounded. (Resolves [issue #13](https://github.com/Swiss8191/Light-Dust/issues/10))
release

Light Dust Forge 2.1.2

2.1.2
10 сент. 2026 г.366Minecraft: 1.20.1forge
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Что нового
## Semi Major<br><br> **Reset to Default:** Added a dedicated "Reset to Default" button next to every config.<br><br> ## Minor <br><br> **Optimizations**<br> **FAST Spawning Mode:** Improved memory efficiency to prevent random lag spikes while exploring.<br><br> **FANCY Spawning Mode:** Sped up the room-scanning algorithm so your frame rate is more stable when indoors and in caves.<br><br> **Wind & Heat Physics:** Completely overhauled particle environment checks, this should significantly reduce the background memory usage for wind, thermal drafts, and cave air.<br><br> **Memory Management:** Optimized the background cleanup tasks so the mod handles thousands of dust particles with significantly less CPU overhead.<br><br> **Bug Fixes**<br> - The configuration menu now dynamically scales to your screen size so it shouldn't cut off any options or texts when GUI is larger.
release

Light Dust NeoForge 2.1.2

2.1.2
10 сент. 2026 г.614Minecraft: 1.21.1neoforge
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Что нового
## Semi Major<br><br> **Reset to Default:** Added a dedicated "Reset to Default" button next to every config.<br><br> ## Minor <br><br> **Optimizations**<br> **FAST Spawning Mode:** Improved memory efficiency to prevent random lag spikes while exploring.<br><br> **FANCY Spawning Mode:** Sped up the room-scanning algorithm so your frame rate is more stable when indoors and in caves.<br><br> **Wind & Heat Physics:** Completely overhauled particle environment checks, this should significantly reduce the background memory usage for wind, thermal drafts, and cave air.<br><br> **Memory Management:** Optimized the background cleanup tasks so the mod handles thousands of dust particles with significantly less CPU overhead.<br><br> **Bug Fixes**<br> - The configuration menu now dynamically scales to your screen size so it shouldn't cut off any options or texts when GUI is larger.
release

Light Dust Forge 2.0.2

2.0.2
15 авг. 2026 г.408Minecraft: 1.20.1forge
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Что нового
## Minor Sneaking now disturbs the dust around you significantly less - `sneakMultiplier`_(default: 0.2)_: Multiplier for dust disturbance force when the player is sneaking. Added a new dust mode requested (demanded) by my friend. (Experimental) **Optimizations** - **Garbage Collection** Removed heavy `BlockPos.containing()` object heap allocations in the main ambient dust tick loop by migrating to a thread local `MutableBlockPos`. **Bugfixes** - **Action Dust Physics:** Fixed an issue in `ActionDustParticle` where ground friction and velocity dampening were being applied twice per tick.
release

Light Dust NeoForge 2.0.2

2.0.2
15 авг. 2026 г.448Minecraft: 1.21.1neoforge
Скачать
Что нового
## Minor Sneaking now disturbs the dust around you significantly less - `sneakMultiplier`_(default: 0.2)_: Multiplier for dust disturbance force when the player is sneaking. Added a new dust mode requested (demanded) by my friend. (Experimental) **Optimizations** - **Garbage Collection** Removed heavy `BlockPos.containing()` object heap allocations in the main ambient dust tick loop by migrating to a thread local `MutableBlockPos`. **Bugfixes** - **Action Dust Physics:** Fixed an issue in `ActionDustParticle` where ground friction and velocity dampening were being applied twice per tick.
release

Light Dust Forge 2.0.1

2.0.1
24 июл. 2026 г.370Minecraft: 1.20.1forge
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Что нового
Hey guys! Sorry for the long wait, I've been busy balancing my summer uni classes (finals soon btw) and my personal projects. This is a rather small update but it contains some optimizations and a few fixes. Forge contains more optimization because Neoforge already had it implemented on initial release.<br><br><br> ## Minor - **Better Dust Trails:** Adjusted how dust gets pushed aside when you walk through it. It blends a bit better now and leaves a more natural looking trail.<br><br> ## Optimization - **Performance:** Changed how the game calculates the distance between players/mobs and the dust. It takes less CPU power now, which should help keep your game running smoothly when there is a lot of dust on the screen.<br><br> - **Config Caching:** Cached particle gravity and bounce calculations on spawn rather than querying config files every tick.<br><br> - **Faster Spatial Cleanup:** Sped up position data cleanup so unused map data gets cleared out faster as you travel through the world. (every 60 ticks to 40 ticks)<br><br> ## Bugfixes - **Vertical Physics:** Fixed an issue where dust only reacted to you walking. Dust will now properly push out of the way when you jump or fall through it.<br><br>
release

Light Dust NeoForge 2.0.1

2.0.1
24 июл. 2026 г.312Minecraft: 1.21.1neoforge
Скачать
Что нового
Hey guys! Sorry for the long wait, I've been busy balancing my summer uni classes (finals soon btw) and my personal projects. This is a rather small update but it contains some optimizations and a few fixes. Forge contains more optimization because Neoforge already had it implemented on initial release.<br><br><br> ## Minor - **Better Dust Trails:** Adjusted how dust gets pushed aside when you walk through it. It blends a bit better now and leaves a more natural looking trail.<br><br> ## Optimization - **Performance:** Changed how the game calculates the distance between players/mobs and the dust. It takes less CPU power now, which should help keep your game running smoothly when there is a lot of dust on the screen.<br><br> ## Bugfixes - **Vertical Physics:** Fixed an issue where dust only reacted to you walking. Dust will now properly push out of the way when you jump or fall through it.<br><br>
release

Light Dust Forge 2.0.0

2.0.0
1 июл. 2026 г.389Minecraft: 1.20.1forge
Скачать
Что нового
Hey! Version 2.0.0 is finally here. It was quite a lot of work to bring the mod over to NeoForge 1.21.1. The config menu was supposed to be part of 2.0.0 but I figured it was easy to implement and I might as well release it early which is why this is pretty small for a v2.0 update. As always if you find any bugs (or have suggestions) please let me know by either posting a comment or making an issue in github, enjoy! <br><br> Also, if a few of these features look familiar, it's because that major Windows system corruption wiped out most of my recent work. I had to do a full reinstall and rebuild from older backups, meaning the features from update 1.7.5 and beyond were temporarily lost in the most recent builds. With this update, everything (hopefully) should be restored and added back in amongst a few other things.<br><br><br> ## Major Features<br> **NeoForge 1.21.1 Port:** Light Dust has been fully ported and rewritten to natively support Minecraft 1.21.1 NeoForge!<br><br> **Spawning Algorithms (FAST vs. FANCY):** Added an in game toggle to change how ambient dust calculates its spawn locations, should give you more control over performance.<br><br> Configs:<br> - `spawningMode`: Spawning Algorithm Mode. FAST uses a lightweight, randomized sampling method. FANCY uses a flood fill search to map complex rooms. (Default: `SpawningMode.FAST`)<br> - `fastSpawnChecks`: Math budget for FAST mode. Random sample count. Lower = Better FPS. (Default: `120`)<br> - `fancySpawnChecks`: Math budget for FANCY mode. Max blocks mapped by BFS. Restricts radius if too low. Note: If you set `fastSpawnChecks` to any value >400, I would suggest swapping to fancy. (Default: `1200`)<br><br><br> ## Minor Features & QoL<br> **Config Reloading:** You no longer need to restart your game or rejoin your world to see your custom tints. Modifying dust tint colors, biome colors, or handheld light properties in the menu now applies the changes to the game (may need to wait for pre existing dust to decay and new ones to spawn in. - Also set the `enableHandheldLights` to be default false.<br><br><br> ## Performance Optimizations<br> - **Global Wind Grid:** Instead of each particle doing its own expensive block lookups for cave drafts, a shared `GlobalWindGrid` now handles this in the background. Particles just do a simple array lookup.<br><br> - **Physics Culling:** Particles now skip collision checks entirely when floating in open air. `hasPhysics` only enables when a particle is falling fast, near a floor/ceiling, or already on the ground.<br><br> - **Distance Based LOD:** Particles further from the player now run expensive math less frequently. The further away, the more ticks they skip between updates.<br><br> - **Staggered Caching:** Spread out the clearing calls for `TINT_CACHE`, `BIOME_CACHE`, `BEHAVIOR_CACHE`, and `DRAFT_CACHE` across multiple ticks instead of wiping them all simultaneously. Caches are also now cleared once every 400 ticks (20 seconds) instead of every 20 ticks (1 second).<br><br> - **Mathematical Optimizations:** Added `Math.max` guards for distance calculations and reduced `Math.sqrt` calls inside interaction logic to only evaluate when a particle is confirmed within range.<br><br> - **Throttled Inventory and Compatibility Scanning:** Adjusted `HandheldLightManager` to evaluate player slot states and perform reflection checks every 5 ticks rather than every single tick.<br><br> The optimizations should significantly increase your FPS. From my testing on a 4060 laptop with 16GB RAM, areas that used to run at 60 FPS (wind, max settings) and 42 FPS (cave drafts, max settings) now sit at ~120 FPS and ~80 FPS respectively. Action dust bursts from breaking blocks and explosions should also feel noticeably smoother, as `ActionDustParticle` no longer reads `actionDustGravity` and `actionDustBounce` from config on every tick.
release

Light Dust NeoForge 2.0.0

2.0.0
1 июл. 2026 г.266Minecraft: 1.21.1neoforge
Скачать
Что нового
Hey! Version 2.0.0 is finally here. It was quite a lot of work to bring the mod over to NeoForge 1.21.1. The config menu was supposed to be part of 2.0.0 but I figured it was easy to implement and I might as well release it early which is why this is pretty small for a v2.0 update. As always if you find any bugs (or have suggestions) please let me know by either posting a comment or making an issue in github, enjoy! <br><br> Also, if a few of these features look familiar, it's because that major Windows system corruption wiped out most of my recent work. I had to do a full reinstall and rebuild from older backups, meaning the features from update 1.7.5 and beyond were temporarily lost in the most recent builds. With this update, everything (hopefully) should be restored and added back in amongst a few other things.<br><br><br> ## Major Features<br> **NeoForge 1.21.1 Port:** Light Dust has been fully ported and rewritten to natively support Minecraft 1.21.1 NeoForge!<br><br> **Spawning Algorithms (FAST vs. FANCY):** Added an in game toggle to change how ambient dust calculates its spawn locations, should give you more control over performance.<br><br> Configs:<br> - `spawningMode`: Spawning Algorithm Mode. FAST uses a lightweight, randomized sampling method. FANCY uses a flood fill search to map complex rooms. (Default: `SpawningMode.FAST`)<br> - `fastSpawnChecks`: Math budget for FAST mode. Random sample count. Lower = Better FPS. (Default: `120`)<br> - `fancySpawnChecks`: Math budget for FANCY mode. Max blocks mapped by BFS. Restricts radius if too low. Note: If you set `fastSpawnChecks` to any value >400, I would suggest swapping to fancy. (Default: `1200`)<br><br><br> ## Minor Features & QoL<br> **Config Reloading:** You no longer need to restart your game or rejoin your world to see your custom tints. Modifying dust tint colors, biome colors, or handheld light properties in the menu now applies the changes to the game (may need to wait for pre existing dust to decay and new ones to spawn in. - Also set the `enableHandheldLights` to be default false.<br><br><br> ## Performance Optimizations<br> - **Global Wind Grid:** Instead of each particle doing its own expensive block lookups for cave drafts, a shared `GlobalWindGrid` now handles this in the background. Particles just do a simple array lookup.<br><br> - **Physics Culling:** Particles now skip collision checks entirely when floating in open air. `hasPhysics` only enables when a particle is falling fast, near a floor/ceiling, or already on the ground.<br><br> - **Distance Based LOD:** Particles further from the player now run expensive math less frequently. The further away, the more ticks they skip between updates.<br><br> - **Staggered Caching:** Spread out the clearing calls for `TINT_CACHE`, `BIOME_CACHE`, `BEHAVIOR_CACHE`, and `DRAFT_CACHE` across multiple ticks instead of wiping them all simultaneously. Caches are also now cleared once every 400 ticks (20 seconds) instead of every 20 ticks (1 second).<br><br> - **Mathematical Optimizations:** Added `Math.max` guards for distance calculations and reduced `Math.sqrt` calls inside interaction logic to only evaluate when a particle is confirmed within range.<br><br> - **Throttled Inventory and Compatibility Scanning:** Adjusted `HandheldLightManager` to evaluate player slot states and perform reflection checks every 5 ticks rather than every single tick.<br><br> The optimizations should significantly increase your FPS. From my testing on a 4060 laptop with 16GB RAM, areas that used to run at 60 FPS (wind, max settings) and 42 FPS (cave drafts, max settings) now sit at ~120 FPS and ~80 FPS respectively. Action dust bursts from breaking blocks and explosions should also feel noticeably smoother, as `ActionDustParticle` no longer reads `actionDustGravity` and `actionDustBounce` from config on every tick.