Compatibility
Minecraft: Java Edition
Platforms
Supported environments
Links
Creators
Details
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.
Features
- Biome Based Dust: Dust naturally tints and changes behavior based on the biome you are in.
- Dynamic Dust Tints: Ambient dust gets tinted by the color of nearby light sources. Fast-moving action dust from breaking blocks or heavy landings also dynamically inherits these local colors.
- Weather Wind & Global Drafts: Dust actively drifts in a unified direction. The speed and intensity of this wind dynamically scale based on altitude and current weather conditions (Clear, Rain, or Thunder).
- Action Dust Physics: Block-breaking dust explodes outward in a full 360-degree sphere, naturally ricochets off walls and ceilings, and gracefully drifts to the floor.
- Dynamic Dust Settling: Airborne dust that lands on a solid surface will stop moving and permanently rest on the floor, allowing dust to visually "accumulate" in undisturbed areas over time.
- Physics Interactions: Dust reacts to movement, combat, and items. Swinging a sword, sprinting, or raising a shield pushes particles away within a configurable interaction radius.
- Dust Glinting: Dust particles subtly glint when you get close to them. In dark environments, dust near light sources softly illuminates and fades as it drifts away.
- Thermal Updrafts & Shockwaves: Particles catch thermal updrafts to swirl upwards over heat sources, and get pushed away by shockwaves from loud noises (like explosions or a Warden's roar).
- Heavy Landings: Falling 3 or more blocks kicks up a scaling ring of dust upon impact, pushing preexisting ambient dust away from the landing zone.
- Configurable: Almost everything is adjustable, with settings for performance, physics, and visuals.
Configuration
All values are adjustable in the config/lightdust/ folder (split into main.toml and colors.toml). The main.toml is divided into categories:
Spawning & Performance
ambientRadius(Default:10): How far away from the player (in blocks) dust will attempt to spawn. Keep this lower than the Hard Cap.ambientHardCapRadius(Default:12): The absolute maximum distance dust can exist. Particles further than this are deleted instantly to prevent buildup.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 or in unseen caves. Highly recommended for performance.
Visuals & Environment
ambientDustOpacity(Default:0.22): Base opacity for ambient dust. (Recommended:0.22for Vanilla,0.45+if using Shaders).particleSize(Default:0.022): Adjust the visual size of the ambient dust particles.particleLifetime(Default:200): Control exactly how long (in ticks) dust particles stick around before fading away.windSpeedClear/windSpeedRain/windSpeedThunder: Adjusts the speed of the global wind drifts based on current weather.disableDuringRain/disableDuringThunder: Toggles to prevent outdoor dust from spawning or existing during specific weather events.
Interactions & Actions
playerInteractRadius(Default:4.0): The radius at which player movements physically interact with and push dust particles.breakParticleCount/breakParticleSpeed: Controls the amount and burst speed of dust when breaking blocks.actionDustGravity(Default:0.002): How fast block breaking dust falls downwards over time.actionDustBounce(Default:0.2): How bouncy block breaking dust is when ricocheting off walls or ceilings.heavyLandingMaxParticles/heavyLandingParticleMultiplier: Controls how many particles spawn when taking fall damage.heavyLandingUpwardSpeed/heavyLandingOutwardSpeed: Controls the speed and shape of the heavy landing dust ring.heavyLandingAmbientPush/heavyLandingAmbientRadius: Controls the shockwave that pushes ambient dust away when you land.heatBlocks: List of blocks that emit heat, causing dust particles to swirl upwards in a thermal updraft. Format:modid:block_name=speed,vertical_reach,horizontal_radius.
Experimental Features
enableDustSettling(Default:true): Allows dust particles to visually settle and rest when hitting the ground.enableEntityDisturbance(Default:false): Allows non player entities (mobs/projectiles) to kick up and disturb dust. (Can be performance-heavy in mob farms).entityPushStrength(Default:0.05): How strongly non player entities push dust when moving through it.
Color & Tinting Settings (colors.toml)
tintStrength(Default:0.6): Adjusts how strongly colored lights (like soul fire) tint the dust.0.0= no tint,1.0= full color.customTints: A list of blocks and their hex colors for dust tinting. Format:modid:block_name=#RRGGBB. Note: The block must actually emit light for the tint to apply.customBiomeTints: Define base ambient colors for any vanilla or modded biome using hex codes.caveBiomeTriggers: Map specific blocks (like modded ores or plants) to a hex color. The mod will automatically change the cave's dust to that color when enough of those blocks are nearby underground.
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 utilizes a distance falloff (LOD) system, a thread safe ConcurrentHashMap for multi threading compatibility (so it should work with ModernFix/ImmediatelyFast), and Occlusion Culling to skip particle rendering behind solid walls. If you still drop frames, you can lower the particle caps or disable enableEntityDisturbance 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.



