## 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).
Developer information
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle.
maven { name = "Modrinth"; url = "https://api.modrinth.com/maven" }