Tags
Creators
Details
1.2.3
Compatibility
Changes
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_TINTSConfig: define base ambient colors for any vanilla or modded biome using simple hex codes. - New
CAVE_BIOME_TRIGGERSConfig: 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.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:bc9u3UPM:kkQnUGYW"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:bc9u3UPM:kkQnUGYW"
}

