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ВЕРСИИ (25)
release
Light Dust Forge 2.1.3
2.1.316 окт. 2026 г.248Minecraft: 1.20.1forge
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
2.1.316 окт. 2026 г.275Minecraft: 1.21.1neoforge
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
2.1.210 сент. 2026 г.366Minecraft: 1.20.1forge
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
2.1.210 сент. 2026 г.614Minecraft: 1.21.1neoforge
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
2.0.215 авг. 2026 г.408Minecraft: 1.20.1forge
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
2.0.215 авг. 2026 г.448Minecraft: 1.21.1neoforge
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
2.0.124 июл. 2026 г.370Minecraft: 1.20.1forge
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
2.0.124 июл. 2026 г.312Minecraft: 1.21.1neoforge
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
2.0.01 июл. 2026 г.389Minecraft: 1.20.1forge
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
2.0.01 июл. 2026 г.266Minecraft: 1.21.1neoforge
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 1.9.5
1.9.510 июн. 2026 г.549Minecraft: 1.20.1forge
Что нового
## Major Features<br>
**In-game config menu:** Added an in-game config menu (made it myself, no dependencies) that you can access in Menu -> Mods -> Light Dust -> Config.<br><br>
It features:<br>
- **Categorized Sidebar:** A sidebar to jump between different categories and sub sections, with automatic scroll tracking.<br><br>
- **Search Bar:** Instantly filter and find specific settings by their name or description.<br><br>
- **Setting Descriptions:** Hovering directly over a setting name displays detailed descriptions. If a setting is disabled, the tooltip will tell you exactly which master toggle you need to turn on first.<br><br>
- **Quick Navigation:** You can click a category or a sub category to instantly go to that section.<br><br>
- **Advanced List Editor:** Complex string lists (like custom tints or heat blocks) open in a dedicated sub-screen with a format guide that will appear when you click the button on the top right, syntax validation, and an autocomplete suggestion system.<br><br>
## Minor Features<br>
**Added more master toggles:** Added more configs to allow you to disable/enable each system individually so you can decide what you want to keep (I realized that this mod can be overengineered for some so this should help in some cases).<br><br>
New Configs:<br>
- `enableWind`: Globally disables all wind and weather based directional pushing.<br><br>
- `enablePlayerInteraction`: Toggles whether player movement, weapon swinging, and shielding disturbs ambient dust.<br><br>
- `enableBlockBreakingDust`: Toggles the directional burst of dust particles when a block is destroyed.<br><br>
- `enableBreakVacuum`: Toggles the inward suction effect on ambient dust when a block is destroyed.<br><br>
- `enableHeavyLandingDust`: Toggles the ring of dust kicked up from heavy landings.<br><br>
- `enableCaveTremors`: Toggles the ceiling dust falling from Warden sonic booms and explosions.<br><br>
- `enableThermalUpdrafts`: Toggles the rising heat physics and updrafts above heat blocks.<br><br>
Sorry for the long wait! Im also working on v2.0.0 for peak stamina which will also use this in game config menu I've made.
release
Light Dust 1.8.5
1.8.520 мая 2026 г.372Minecraft: 1.20.1forge
Что нового
## Major Performance Overhauls
I was working to improve performance on my next mod mob detection when I figured that I would take my time looking over and optimizing my older code. Heres what has changed.<br><br>
TLDR; It is much more optimized. Please use this version hence the version numbering.<br><br>
- **GC Micro-stutters:** Completely overhauled the volumetric scanning system (BFS) used for ambient dust generation. The mod now recycles memory internally using static `ArrayDeque` and `HashSet` structures rather than creating thousands of temporary objects every few ticks.<br>
- ~90% reduction in memory allocation churn, which should eliminate major GC induced lag spikes.<br><br>
- **Primitive Maps via FastUtil:** Purged standard Java `ConcurrentHashMap` caches in favor of FastUtil's `Long2IntOpenHashMap` and `Long2ObjectOpenHashMap`. This stops Java from constantly boxing primitive `long` coordinates into bloated `Long` objects, should save massive amounts of hidden memory churn.<br><br>
- **Distance Based Simulation LOD:** Added a Level of Detail (LOD) check to the particle tick loop. Dust particles further than 16 blocks away from the player now skip expensive wind, lighting, and thermal math.<br><br>
- **Temporal Interleaving:** * Maximized the mod's custom `tickOffset` staggering system. Instead of all 1,200 particles calculating their environment on the exact same frame, the mod splits the workload, forcing only 5% of active particles to calculate heavy environmental physics per frame.<br><br>
- **Optimized Mod Compatibility Layer:** Replaced Java Reflection with native JVM `MethodHandles` for Curios and Accessories integration. Additionally, adjusted the slot scanning routine to check for handheld lights every 5 ticks instead of every single tick.<br>
- ~60% faster compatibility layer execution, saves up to 80% of CPU cycles previously spent on inventory polling.<br><br>
- **Config Caching:** Particle properties (such as gravity, bounce forces, and wind deflection rules) are now cached locally as primitive values the moment a dust particle is spawned. This prevents thousands of active particles from concurrently invoking Forge's synchronized config map lookups every single frame.<br>
- ~85% drop in config related thread stalls, should massively improve FPS when theres a lot of particles on screen.<br><br>
- **Blockstate Checks for Thermal Drafts:** Block searches for heat sources (Lava, Magma, Fire) have been changed to poll every 20 ticks (1 second) instead of 10. The physical force applied to the particles has been scaled to compensate for the delay, you will notice it a little bit but I doubt people are looking that closely to see.<br>
- 50% fewer `getBlockState()` chunk lookups.<br><br>
- **Thermal Draft Physics:** Turned off physics, and player interactions when dust is affected by therumal updraft.<br>
- Should significantly reduce FPS drops when above or near lava pools or large amounts of heat sources.<br><br>
### Old vs New<br>
_Note: Data represents estimated (not experimental) performance scaling in a dense underground cave environment in many different environments using an RTX 3090 with default settings._<br>
| Metric | v1.7.5 (Old) | v1.8.5 (New) | Net Improvement |
| :--- | :--- | :--- | :--- |
| Peak FPS | ~75 FPS | ~121 FPS | **+ 61%** |
| 1% Lows | ~27 FPS | ~53 FPS (Avg) | **+ 96%** |
| Avg Tick Time | ~18.5 ms | ~6.2 ms | **- 66%** |
| Memory Heap Churn Rate | ~450 MB/s | ~250 MB/s | **- 56%** |
| World BlockState Lookups / sec | ~8,400 | ~4,200 | **- 50%** |
## Bug Fixes<br>
- **Critical Lava Pool Lag Fix:** Fixed a severe flaw where ambient dust would continuously spawn inside lava pools (because of the high light level) and fail to despawn instantly. Fluid collision checks now run instantly every tick, and the volumetric spawner strictly ignores fluid blocks, fixing a massive FPS drain in the Nether and deep caves.
release
Light Dust 1.7.5
1.7.57 мая 2026 г.187Minecraft: 1.20.1forge
Что нового
**Semi Major Feature**<br>
- **Spawning Modes:** Added a new `SPAWN_MODE` config option. You can choose between `FANCY` (uses BFS to map caves and corners) or `FAST` (uses random sampling to spawn dust). <br><br>
**Minor Features**<br>
- **Crouch Disturbance:** Crouching now significantly reduces your player's interaction radius. Sneaking allows you to move through dusty environments carefully without violently swatting particles away.<br><br>
- **Action Dust Cobwebs:** Block breaking debris (Action Dust) will now properly get caught and stuck inside cobwebs, matching the behavior of ambient dust.<br><br>
- **Dust Dissolving:** Action Dust now dissolves when it falls into water instead of bouncing on the riverbed. Ambient Dust will now burn up and disappear if it drifts into fire or lava.<br><br>
**Optimizations & Fixes**<br>
- **Spectator Mode:** Players in Spectator mode will no longer generate ambient dust around the camera or interact with existing dust.<br><br>
- **Sleep Optimization:** dust spawning, volume scanning, and BFS calculations are paused while the player is sleeping in a bed.<br><br>
- **Action Dust Friction:** Fixed a minor redundancy in the `ActionDustParticle` logic where friction math was being applied twice on the ground.
release
Light Dust 1.7.4
1.7.424 апр. 2026 г.2,8 тыс.Minecraft: 1.20.1forge
Что нового
Sorry for the wait! Done with my finals so now I have some time again.<br><br>
## Major Features<br>
**Cave Drafts:** Ambient dust now dynamically calculates a pressure gradient allowing it to flow through cave systems (high pressure to low pressure basically). Dust should mostly go down long corridors, wrap around corners, and get sucked through U bends just like real atmospheric drafts instead of just bouncing off walls.<br><br>
- `enableCaveDrafts` (Default: `true`): Enables air pressure and drafts inside caves.<br>
- `caveDraftStrength` (Default: `0.85`): Multiplier for the speed of wind drafts inside caves. <br><br>
In the case that you are worried about the performance of it, don't worry I have done a number of optimizations to it so it should have little to no performance impact except on older computers. The following optimizations were made:<br>
**Environmental Collision Optimization:** Rewrote the environmental collision logic. The mod now uses fast fail checks that skip heavy collision calculations for empty air blocks.<br><br>
**Wind Caching:** Added a new spatial caching system for environmental wind data. Particles flying through the same space share their pressure gradient calculations instead of doing the math individually. <br><br>
## Minor Features<br>
**Minecarts:** Minecarts will now push the ambient dust ahead of them and disturb the dust.<br><br>
**Cobwebs:** Ambient dust that drifts into a cobweb will now get caught and stick to it. <br><br>
**Simplified Configuration:** Adjusted the internal math for multiple configs. Configs that used very small (eg 0.0001) numbers can now be written as 1 for 1x or 2 for 2x instead of 0.0001 and 0.0002.<br><br>
## Performance<br>
This is a more general optimization.<br><br>
**BFS Spawning:** Replaced the expensive per tick LOS raycasts with an optimized Breadth First Search flood fill. The mod now maps out guaranteed contiguous air spaces twice a second which should eliminate the wasted spawn calculations in solid walls.<br><br>
## Fixes<br>
**Crash Fix (issue #5):** Fixed a ticking particle crash when dust attempts to interact with soul fire in the Nether. This occurred because I forgot to check if the fire block actually had directional properties (standard fire can attach to walls, but `minecraft:soul_fire` only burns flat on surfaces).
release
Light Dust 1.6.4+hotfix
1.6.4+hotfix10 апр. 2026 г.312Minecraft: 1.20.1forge
Что нового
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. <br><br>
## 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.
release
Light Dust 1.6.3
1.6.35 апр. 2026 г.271Minecraft: 1.20.1forge
Что нового
## 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.<br><br>
- `breakParticleCount` / `breakParticleSpeed`: Controls the volume and speed of the block-breaking debris.<br><br>
- `actionDustGravity` / `actionDustBounce`: Controls the fall speed and bounciness of debris hitting surfaces.<br><br>
- `breakVacuumRadius` / `breakVacuumForce`: Adjusts the distance and strength of the suction effect on ambient dust when a block is destroyed.<br><br>
**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.<br><br>
- `caveTremorParticleCount`: The base density multiplier for the expanding shockwave.<br><br>
- `tremorEpicenterMultiplier` / `tremorFalloffExponent`: Controls the intensity at ground zero and the dropoff rate.<br><br>
- `tremorCeilingBias` / `tremorFloorKickForce`: Adjusts the ratio of ceiling to floor dust spawns and the upward force for floor dust.<br><br>
- `tremorWavefrontThickness`: Controls the thickness in blocks of the expanding shockwave.<br><br>
- `tremorMaxGravity` / `tremorMinGravity`: Adjusts the gravity applied to debris at the epicenter versus the outer edge.<br><br>
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.<br><br>
## Minor Features <br> <br>
**Altitude Restrictions:** Added a maximum Y-level restriction to prevent calculating or spawning dust above a specific height coordinate.<br><br>
- `enableMaxYLevel`: Toggle for the altitude restriction.<br><br>
- `maxYLevel`: The maximum Y-level coordinate where dust is allowed to spawn.<br><br>
**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.<br><br>
- `enableDynamicBlockColors`: Master toggle for the dynamic block color inheritance.<br><br>
## Fixes
**Thermal Updraft Fix:** Standard fire blocks (`minecraft:fire`) now properly trigger thermal updrafts. <br><br>
## 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.<br><br>
- `entityScanRate`: How often in ticks the mod scans for nearby entities.<br><br>
**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.<br><br>
**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...
release
Light Dust 1.5.3
1.5.325 мар. 2026 г.522Minecraft: 1.20.1forge
Что нового
## Major Features
**Weather Wind system update:** It has been rewritten to simulate real fluid dynamics. Wind now utilizes prevailing weather directions mixed with localized gusts, causing dust to swirl, sweep, and flow. Wind exposure is now calculated using a sky light gradient, allowing drafts to naturally bleed under trees and overhangs as well as tunnels and holes.<br><br>
- `enableAdvancedWindMath`: Makes the wind look realistic and natural. Instead of blowing in a straight line, the wind will swirl, sweep, and create gusts of dust. [Performance Impact: MODERATE-HIGH] Turn this off if your game lags when surrounded by blowing dust.<br><br>
**Dust Deflection:** When the wind blows dust into a solid wall, the particles will realistically transfer their momentum to bounce off the obstacle or slide down tunnels, this should create natural wind drafts in narrow corridors.<br><br>
- `enableWindDeflection`: Allows wind to blow dust down tunnels and bounce off obstacles instead of getting stuck and disappearing. [Performance Impact: LOW] Safe to leave on for most computers. Only turn off if you get lag specifically inside tight caves or narrow hallways.<br><br>
**Dynamic Lights Compat:** Ambient dust now reacts to handheld light sources. Holding a torch, lantern, or other luminous item will dynamically spawn an area of dust. Fully compatible with items equipped in Curios and Accessories slots. _(Note: You still need to actually install a dynamic lights mod. This only spawns the dust)._<br><br>
- `enableHandheldLights`: Master toggle to turn dynamic handheld dust spawning on or off.<br><br>
- `handheldLightItems`: A customizable list where you can define exactly which items act as handheld lights, including their dust spawn radius and the color tint of the dust.<br><br>
**How to configure:** Use the format `namespace:item_id=radius,#HEXCOLOR` for specific items, or `#namespace:tag_id=radius,#HEXCOLOR` for entire item tags.<br><br>
- _Example 1 (Item):_ `minecraft:torch=14,#FFCC00`<br><br>
- _Example 2 (Tag):_ `#minecraft:candles=10,#FFD700`<br><br>
## Performance
**Entity Disturbance Optimization:** Optimized the experimental entity math. The system is now hard capped to only track the 6 closest moving entities. This should make it so mob farms and the like should no longer lag a crap ton.<br><br>
**LOD & Movement Prediction:** Overhauled the spawning logic when the player is moving quickly. The system now dynamically shifts the spawn area into a forward facing hemisphere, predicting your path and spawning dust into your line of sight. This was done for dynamic lights as otherwise it would eat up your FPS (no seriously it would go from 120 to 70 when outside and affected by wind, its not nearly as bad now.)<br><br>
**Occlusion Culling Update:** The ambient dust raytracing system has been optimized with a strict hardware budget cap to prevent CPU bottlenecks. The system also now skips LOS checks if both the player and the target block are outdoors.
release
Light Dust 1.4.3
1.4.318 мар. 2026 г.422Minecraft: 1.20.1forge
Что нового
## Major Features
**Weather Wind & Global Drafts:** Dust is now affected by the wind. The speed and intensity of this wind scale based on the particle's altitude and the current weather conditions (Clear, Rain, or Thunder). (This feature is still very much a WIP) <br> <br>
**Action Dust Physics:** Block breaking dust has been reworked (and fixed) to utilize fluid atmospheric physics.<br> <br>
- Particles now explode outward in a full 360-degree sphere (it was supposed to work like this but it didnt lmao)<br> <br>
- Dust detects collisions, causing it to ricochet and bounce off walls and ceilings (so they don't get stuck on a block).<br> <br>
- Once slowed, action dust drifts downward with custom gravity and settles on the floor just like ambient dust.<br> <br>
- Added new config options for these mechanics (`actionDustGravity` and `actionDustBounce`).<br> <br>
**Dust Settling:** dust that lands on a solid surface will now stop moving and spinning, settling on the floor. This allows dust to "accumulate" and cover undisturbed areas over time.<br> <br>
**Entity Disturbance:** Any moving entity (such as Zombies, Creepers, or Minecarts) and fast-moving projectiles (such as Arrows or Tridents) will now kick up settled dust and pull airborne dust into their slipstream as they pass by.<br> <br>
## Minor Features
**Weather Despawn Toggles:** Added new configuration options (`disableDuringRain` and `disableDuringThunder`) to automatically despawn and prevent outdoor dust from appearing during severe weather.<br> <br>
**Advanced Configuration:** The config file has been reorganized into more logical categories (e.g., `Spawning and Performance`). Added a new "Experimental Features" sandbox section for more performance heavy mechanics, allowing players to toggle `enableDustSettling` and `enableEntityDisturbance` (which includes an adjustable `entityPushStrength` multiplier).<br> <br>
## Performance
**Occlusion Culling:** The ambient dust spawner now uses raytracing. Dust will no longer attempt to spawn behind solid walls or in adjacent caves that the player cannot currently see, saving CPU cycles and rendering resources.<br> <br>
### Crash Fix
**Thread Safety Crash Fix:** Replaced the underlying ambient particle tracking map with a thread safe `ConcurrentHashMap`. This resolvesthe `NullPointerException` crashes when playing with aggressive multi threading performance mods (such as ModernFix, EntityCulling, or ImmediatelyFast).
release
Light Dust 1.3.3
1.3.311 мар. 2026 г.371Minecraft: 1.20.1forge
Что нового
### Major Features
**Dust Glinting:** Dust particles will now subtly glint when you get close to them. In dark environments, if there is a nearby light source, the dust closest to you will softly illuminate and fade back into the darkness as it drifts away. <br><br>
**Thermal Updrafts:** Dust now reacts to heat. Particles will catch thermal updrafts and swirl upwards when passing over heat sources. <br><br>
- Define any vanilla or modded block as a heat source using the `heatBlocks` list in the config. Format: `modid:block_name=speed,reach,radius`. <br><br>
**Shockwaves:** Particles now react to loud noises. Explosions or a Warden's roar will send a sudden shockwave through the air, violently pushing ambient dust away from the sound source. <br><br>
**Heavy Landings:** Falling 3 or more blocks will now kick up a ring of dust from the ground upon impact.
- The visual blast scales with your exact fall distance, pushing dust faster and further the higher you drop. <br><br>
- Impacts create a shockwave that pushes preexisting ambient dust away from the landing zone. <br><br>
- new config options (`heavyLandingUpwardSpeed`, `heavyLandingOutwardSpeed`, `heavyLandingAmbientPush`, and `heavyLandingAmbientRadius`). <br><br>
### Minor Features
**Depth Density:** Dust density scales and increases as you descend past Y=0 down to bedrock.<br><br>
### Performance
Replaced heavy square root calculations with squared horizontal speed checks for player interaction calculations, saving CPU cycles when the player is standing still.
release
Light Dust 1.2.3
1.2.32 мар. 2026 г.442Minecraft: 1.20.1forge
Что нового
### 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`.<br><br>
**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.<br><br>
* **Snowy Dust (Ice Biomes):** Occasionally reflects the ambient light which results in a sudden bright 'light'.<br><br>
* **Ash & Heavy Dust (Deserts/Basalt/Dripstone):** Heavier particles that fall faster and are less affected by micro turbulence (the movement of dust).<br><br>
* **Sculk Dust (Deep Dark):** Falls unnaturally smoothly, slow falling, pulses with a weird glow, and occasionally darts horizontally.<br><br>
### Minor Features
Dust will no longer spawn outdoors if it is raining or snowing.<br><br>
Dust now always has a slight variation in color, works with all colors. <br><br>
### 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.<br><br>
**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).<br><br>
* **New `CUSTOM_BIOME_TINTS` Config:** define base ambient colors for any vanilla or modded biome using simple hex codes.<br><br>
* **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.
release
Light Dust 1.1.3
1.1.324 февр. 2026 г.126Minecraft: 1.20.1forge
Что нового
## **New Feature Dust Tinting**
Ambient dust now gets tinted by the color of nearby light sources, the system is relatively lightweight, only scans light-emitting blocks, and updates in real-time if a light source is placed or destroyed. <br><br>
Configs
`CUSTOM_TINTS`: Allows you to add custom dust colors for any modded light source via the config file using the format `'modid:block_name=#HEXCODE'`.<br><br>
`TINT_STRENGTH`: Adjusts how strongly colored lights tint the dust (0.0 = no tint, 1.0 = full color).<br><br>
### Other stuff
Properly formatted the config file into sections instead of just putting it all in one section. <br><br>
### Bugfixes
Fixed the block breaking incorrectly spawning particles?
release
Light Dust 1.0.3
1.0.319 февр. 2026 г.118Minecraft: 1.20.1forge
Что нового
## **Added more Configuration options**
The following options have been added to the config file:
**`particleSize`**: Adjust the visual size of the ambient dust particles.
**`particleLifetime`**: Control exactly how long (in ticks) dust particles stick around before fading away.
**`minBlockLight`**: Define the minimum block light level required for dust to spawn.
**`playerInteractRadius`**: Tweak the distance at which player movements (swinging weapons, raising shields, or sprinting) physically interact with and push the dust particles.
is smol update
release
Light Dust 1.0.2
1.0.214 февр. 2026 г.116Minecraft: 1.20.1forge
Что нового
smol update
Removed the models and texture files for the 3d flashlights I was planning to add (will likely be used in a different mod).
Dust color is recalculated when a light source is broken. This means that particles will dim to match the new light level rather than staying fully illuminated.
release
Light Dust 1.0.1
1.0.112 февр. 2026 г.43Minecraft: 1.20.1forge
Что нового
Made it so theres a condition that must be fulfilled for dust to appear inside buildings. Check config
release
Light Dust 1.0.0
1.0.012 февр. 2026 г.30Minecraft: 1.20.1forge
Что нового
Initial Release :D