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1.7.4
Compatibility
Changes
Sorry for the wait! Done with my finals so now I have some time again.
Major Features
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.
enableCaveDrafts(Default:true): Enables air pressure and drafts inside caves.caveDraftStrength(Default:0.85): Multiplier for the speed of wind drafts inside caves.
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:
Environmental Collision Optimization: Rewrote the environmental collision logic. The mod now uses fast fail checks that skip heavy collision calculations for empty air blocks.
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.
Minor Features
Minecarts: Minecarts will now push the ambient dust ahead of them and disturb the dust.
Cobwebs: Ambient dust that drifts into a cobweb will now get caught and stick to it.
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.
Performance
This is a more general optimization.
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.
Fixes
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).
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:LGO500v0"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:bc9u3UPM:LGO500v0"
}

