A lightweight Fabric mod that makes particles way less laggy, without making them look worse.
Ever notice your FPS tank near a nether portal, a big campfire farm, or a fight full of potion clouds? That's particles. Minecraft is honestly not great at handling a lot of them at once, and the base game doesn't even try to skip particles you can't see. Cinder fixes that. 🎉
Cinder stops particles from being created in the first place when you wouldn't have noticed them anyway:
Some particles are way more expensive than others. Cinder lets you turn specific particle types down or off completely, without touching anything else. Want portals at 30% and critical hit particles gone entirely? Easy, just edit two lines in the config.
Instead of a fixed number, you can set Cinder's particle distance as a percentage of your render distance. Bump up your render distance later and particles automatically reach further too, no need to go tweak the config again.
Cinder doesn't touch anything Sodium or Lithium already handle, so you can run all three together with zero conflicts. Think of it like this:
Three different jobs, so they just stack instead of fighting each other.
Everything is in config/cinder.json, and it's created automatically the first time you launch. You don't need to touch it at all if you just want it to work out of the box!
A couple of these are worth explaining:
particleTypeOverrides 🎯: this is where you list specific particle types you want to turn down or off. The number is a percentage from 0.0 (completely off) to 1.0 (normal, no change). So 0.3 means "only let 30% of these actually spawn."useRelativeDistance 📐: turn this on if you want particle distance to automatically follow your render distance setting instead of using a fixed number.If you have Mod Menu and YACL installed, most of these (except the particle type list, since that one doesn't really fit a slider or toggle) show up in a nice in-game settings screen too. 🖱️
The ideas behind particle culling and per-type controls aren't brand new, other great particle optimization mods (shoutout to Particle Core) paved the way here.
MIT, do whatever you want with it.