MineDusty
A java mod by ItsKirby69 (thats me!) which introduces a new planet, many expansive biomes, and a wide variety of plant life! Please note that this mod is UNFINISHED! However, development is active with new updates expanding the mod!Authors:
1.2.24
Mod Version Update
as well as minor changes and some bug fixes I encountered.
Changes
- Update to v160.5
- Added bundles for copper unloader
- Updated sodium hydroxide sprite
- Update gradlew "runGame" -> "runClient" command. Stores the client jar at the project's directory now.
- Updated Divine Regions (red patches) on Theia to appear to spread from one location.
- WIP Stratocumulus Clouds weather
- Trunks don't produce falling leaves now.
- Adjusted parallaxing on trees when zoomed in closely.
- Cleave unit has proper outline colors
1.2.23
Server fixes
Fixed certain server crashes and bonus fix.
Changes
- Certain classes load when on the server (headless mode)
- Tree trunks inherit the tree's rotation instead of being independent
1.2.22
Minor update again
More mod project changes made. Should be the final changes. Also minor changes to Actaea.
Changes
- Updated mod project gradle stuff
- Actaea has slight bullet visual changes + new Shoot sound
1.2.21
Minor Changes
Updated mod project's gradle stuff. This update may fix potential issues with units in the mod (if there is any). Also adding an experimental lore related model to Nautilune.
Changes
- Update gradle and more...
- Added Crux mothership above Nautilune.
1.2.2
New Gameplay additions and more
This release was initially for adding new gameplay features starting with new liquids and machines for the campaign, but it started a slew of fixes, qol and minor*** changes. In the future. I hope to expand the campaign to be more complex.
Changes
- Updated to v159.7
- Added fluids: Chlorine and Sodium Hydroxide
- Overhauled Carbonic refinery to bulk produce carbonic waste
- Crystal Bore now accepts two different boosters separately.
- New stat for drills that produce higher tiered resources when boosted (for Chlorodrill and Crystal bore).
- New Brine Electrolyzer. Takes salt water and produces Hydrogen, Chlorine, and Sodium Hydroxide
- New heat sensitive silicon pipe (and valve, a router)
- New Liquid Distributor, Item bridges and Unloader!
- New Chlorine Corrosion effect.
- New sound for Sand Spitter with crystal ammo.
- New icons for Rotting and Poison effects.
- New splash texts!
- Turrets have reworked coolants.
- Pellucid has Galena ammo. Epico
- Bioliquid how has buffed coolant efficiency.
- Fixed tree icons in the editor.
- Fixed cheap silicon wall price
- Fixed non-crux units' incorrect team for Grassy Plains.
- Fixed loadout issue for Grassy Plains.
- Fixed wrong falling leaves for pine trees.
- Fixed Chloromender effect color.
- Fixed status effects with double outlines.
- Chlorophyte wall's healing percentage is now based on the wall's health.
- Chlorophyte wall now has stats for healing details.
- Renamed Amethyst to Quartz
- Updated Aquamerium conduit texture for better direction indication.
- Updated copper router texture.
- Updated core decal pallete.
- Reorganized a lot of blocks to match vanilla schemes.
- Buff Spout to give longer corrosion effects.
- Spout with water no longer damages enemies.
- Balanced Bulbus (increased health, larger splash rad, longer reload)
- Decreased large geothermal gen's heating speed when full of slag.
- Certain effects have been updated. Including thermal particles, turret flashes, and bog haze.
Full Changelog: https://github.com/ItsKirby69/MineDusty/compare/1.2.1...1.2.2
Hotfix 1.2.1
General Fixes
Couple things I didn't notice while playtesting. Thanks @VireVeonix!
Changes
- Cleaner Carbonic Concentrator ratios
- Fixed bundle error for Cascade
- Fixed Basaltic Shore tutorial issue
- Fixed Grassy Plain issues with spawning the new faction's units
- Fixed early introduction to Sandy Eminence.
- Fixed 100 copper in Sandy Eminence
- Fixed Salinator requirements softlocking on Sandy Eminence...
- Changed certain requirements
- Quicker Lush Corridor waves
1.2.0
Major Content Update!
Thank you for your patience! This release has major changes and new content to unravel! There is too much to talk about, but hopefully I will remember to highlight the best changes made in this update. That being said, a lot of the campaign has been reworked which will prompt a save reset if you have older progress.
https://github.com/user-attachments/assets/e8a79021-ef86-49c3-830b-ed93acb02286
Changes
- 3 New campaign sectors!
- Reworked campaign and tech tree!
- New Turrets and Machines!
- New units to construct!
- New enemies and New Faction introduced!
- Visual updates on content and environment!
- Updated to v158.1
- Many fixes!
Detailed highlights
- New Sectors: Sandy Eminence, Grassy Plains, and Frosted Fault.
- New Turrets: Pistil, Cascade, Volt & Sand Hammer!
- New Frost mechanic! Buildup of frost on defensive blocks during cold weathers. Use the new Defrosters (and thermal heat from env blocks) to combat against the cold!
- New and updated Weathers: Snow Fog, Snow Storm, Pollen Storm, Cloudy
- Tutorials on certain sectors! Retouched most existing sectors!
- New visual effects and sounds for turrets!
- New unit factories: Sky and Earth factories producing Dazzle and Bulbus respectively.
- New enemy units: Cleave (ground), Minnow and Sturgeon (naval line)
- New main menu Logo and Menu renderer. Also including a splash text!
- New splash text including mod compatibility! Extra splash text added when any of these mods are loaded: Spare Music, Omaloon, Aquarion, Steamworks, Allure, Yellow Mod. I will likely add more in the future.
- New defensive walls! Amethyst and silicon walls. Both have special properties.
- New lantern block. Controllable lighting.
- New 1x1 mender block, 1x1 solar pump, 2x2 Fluid Bed, 3x3 storage block, 3x3 chlorophyte cultivator.
- Many many many new environmental blocks and overlays added. From new large crystal variants to overlays for snow and ice.
- Added new turret ammo to select turrets.
- Trees now break in two phases! Leaving their trunks behind with more health.
- Trees may have unique particle textures when destroyed!
- Oxide (and frost accumulation) rates now doubles on certain weathers!
- Replaced Crystal crusher with Crystal bore.
- Retextured liquid pipes and Aquamerium conveyors.
- Balanced a lot of machines and turrets. Reduced chlorophyte requirements for example.
- Overhauled Geothermal Generators' functionality. Produces slag when over graded efficiencies.
- Added Salt Battery warning Indicators.
- Added setting descriptions.
- Updated planet Nautilune's visuals.
- Fixed unsynced bubble pops for water hot rocks.
- Fixed tree map colors.
- Fixed Tropical lake sector's icon and tech tree entry.
- Fixed Sleet's ammo texture to reflect given ammo.
- Fixed weather detection for oxide walls (and the frost mechanic for that matter) especially in sandbox.
- Fixed and retouched unit team decals.
- Fixed and retouched several machines (used wrong palette)
- Removed unit ammo (deprecated)
Full Changelog: https://github.com/ItsKirby69/MineDusty/compare/1.1.32...1.2.0
As usual, please report any bugs or issues through the repository's issues or via the modding forum!
1.1.32
Minor Fixes
Small fixes which I honestly don't know how they persist until now...
Changes
- Added Tropical Lake bundles
- Copper oxide walls oxidize faster
- Copper oxide walls finally oxidize faster under weathers...
1.1.31
Version Update
Updating mod to v154.
Changes
- Updated all references to old sounds.
1.1.3
Minor update
To address potential android issues.
Changes
- Popup timer added to prevent softlocks. The close button would go off screen on large ui scaling on android.
- Added Silumin and Aluminum. To be used for campaign.
- Reworked gold texture and colors for electrum.
1.1.2
Mini Campaign + General fixes update
Added new content of factories and campaign maps. Many bugfixes and improvements are also present.
Changes
- New Tropical Lake map by @BSp-2 (Blehh/Gort)!
- New Large Geothermal Generator. Geothermal gens now explode on hot tiles above their capacities.
- New Oil Tap, producing small amounts of oil.
- New Carbonic Refinery, producing batches of carbonic waste.
- New tile edges for a handful of tiles. Stone, sand water, algae water, and much more.
- Buoy Mass Driver is buffed in terms of energy efficiency and range.
- Power pylons can be placed on deep water (reduced range)
- Power hub now stores slight amounts of energy.
- Visual tweaks on lobe pump, bio sludge chamber and miscellaneous tiles.
- Fixed Trees exploding near wave shockwaves.
- Fixed certain maps winning on the wrong wave.
- Added a mapping palette map for mappers. Now say that 5 times.
Full Changelog: https://github.com/ItsKirby69/MineDusty/compare/1.1.1...1.1.2
1.1.1
Small Balancing Update
Some balancing to certain blocks as well as fixes for the campaign.
Changes
- Basaltic Shore has more lead, fixed southern spawn, and a slight difficulty increase.
- Thicket Valley pushed back mace spawns.
- Fixed missing liquid router.
- Fixed Offshore Drill's buggy efficiency calculations.
- New Graphite ammo for Sleet + nerfed lead ammo.
- Salinator maximum boost bumped to 125%
- Bio sludge chamber has been updated/nerfed.
- Slightly increased Chloro Wall's health
Full Changelog: https://github.com/ItsKirby69/MineDusty/compare/1.1.0...1.1.1
1.1.0
Major Campaign Update!
The release took a little longer than I'd hoped for since I've been taking time to polish most (if not all) aspects of the mod. The update is mainly focused to make a playable campaign closer to my vision. Have fun and expect some balancing changes to be made in upcoming updates!

Changes
- Complete overhaul of tech tree for Theia.
- 3 New campaign sectors!
- Many new tiles and visuals!
- New turrets, machines and more!
- New vegetation added!
- Updated to v152!
- Many fixes!
Detailed highlights
- New Sectors: Thicket Valley, Basaltic Shores, and Lush Corridors.
- New Plants: Large Living Trees, Aloe Vera, and Monstera plants.
- New Items: Silicadust, Amethyst crystals, Galena ore, Salt, Carbonic Waste and much more to be used.
- New Turrets: Sandspitter, Sleet, Spout and Pellucid.
- New Bog biome fogging effect, ash trees emitting embers, noise-determined oxide copper visuals and more.
- New Silksand minibiome. Featuring sparkling effects.
- New Salt Batteries requiring salt water to store energy as well as producing salt.
- New Aquamerium and Chlorophyte Walls. The latter self-heals in intervals.
- New Carbonic Waste Machines. Revolves around carbonic waste as a vital input.
- New 2x2 and 3x3 Solar Panels.
- New Geothermal Generators producing energy as well as slag.
- New Bio Sludge machine requiring solar power (light levels) and turf (grassy tiles).
- New Offshore Drills and Buoy Item Drivers, both waterborne.
- Planet visual tweaks. Specifically for the Divine spread (red blotches).
- New Edge Sprites for many vanilla tiles. Including sand, grass, and more.
- Nautilune, Theia's icy oceanic moon, got a visual update. Perhaps a separate campaign for the future.
- Update a ton of sprites. Most notably Dead Tree, Core unit, Core itself, and most Drills. (There's probably more I missed)
- Updated mod Icon.
- Fixed sector requirements after abandonment.
- Fixed popups not appearing/working in general.
- Fixed Trees destroying improperly.
- Fixed Clipping issues to certain effects (like falling leaves).
- Fixed Tree roots and driftwood layering issues with props.
- WIP Weathers: Heavy rain being mostly done, Heatwave, Cloudy (broken), and Snowy weather (to be used).
- WIP Divine enemy: Divine Nanitic, an ant-like enemy which shoots projectiles from its back.
- WIP God rays that appear in Theia's maps.
- WIP layout sectors for the campaign. Not currently in campaign but you may see the map editor for these maps.
Full Changelog: https://github.com/ItsKirby69/MineDusty/compare/1.0.21...1.1.0
I really hope I didn't miss anything... Please report any bugs or issues through the repository's issues or via the modding forum!
Hotfix 1.0.21
Changes
- Android fix.
1.0.2
Complete Environments p2
Some new mini biomes, resources as well as technologies have been added! The tech will be integrated once I've sufficiently made early game somewhat complete.
Changes
- Clay mini biome added!
- Salt mini biome WIP
- New Resources and Changes: Oxide Copper, Aquamerium (previously aquamarine ore), and much more to be used soon
- New drills
- New Oxidizing Copper walls. They oxidize over time with four stages
- Grass looks grassier
- Changed mod Icon
- Updated Desc
- Core block redesign (this wasn't mentioned before...)
1.0.1
Complete Environments p1
The bog/marsh biome is nearing a complete state as well as fixes to the setting options. More below.
Changes
- Expanding marsh lilies. Larger variants of lilypads found in the bog biome!
- New large bog tree variant!
- Tweaked lilypad visuals
- Trees now have a break effect and sound!
- Randomized subtitles when the mod loads!
- Added new setting allowing fading trees over mouse cursor
- Overhauled settings ui
- Fixed broken settings
- Fixed being able to "repair" trees
Release 1.0.0
Big Update! First release!
Thanks for everyone who've helped my modding journey! This update was originally going to be a 4th beta but so much has been added since that it made more sense to have the first proper release be presented!
To prepare for the v8 update, this mod will continue to support v147+.
https://github.com/user-attachments/assets/46ea3203-bf99-4824-9a5e-9a731d45163e
Anyways, here is the summarized changes:
Changes
- Overhauled planet! First sector (Verdant Spills) is available (WIP).
- A showcase map (Tempered Shores)
- New faction: Divinity. Has 4 units and new trees.
- Completed basalt biome. Includes new floor variants and such.
- New settings added. You can disable popup when loading game.
- Trees can now fade if nearby (Toggleable in settings). Trees now have trunks below.
- Trees have new slight 3d effect (Thanks to MeepofFaith)
- Enhanced calcite minibiome.
- Enhanced shorestone minibiome.
- Changed core sprites and unit.
- Certain props have new and/or rare variants.
- Enhanced ore textures + new variants (chunks).
- New tiles: Patted grass, quicksand, and a bunch of WIP tiles.
- WIP oil submerged in water resource.
- WIP machineries. Just for testing purposes :)
- Removed Herobrine
Notes
You can expect more playable content in the next update. If you'd like to know more or catch on with upcoming updates more frequently, come over to the discord modding forums!
Beta v3
A New Shine
--- A calm shore featuring underwater cracks with bubbling hot rock on the side. Above, the new bog biome showcases its distinctive trees and plant life.
Lots and lots of new stuff added, changed, and experimented with. I hope you'll love this update as much as I do! WARNING: This version of the mod and continuing forward, will not be compatible with the older versions. Thank you
Changes
Im going to talk about the updates that are semi-completed. There are features you'll find in the mod that are just unfinished.
- Gone through the Trello board and absolutely jam-pack it with loads of plans
- New Trees! Includes the types: Dead, Bog, Pine and more that you'll have to discover yourself ;P
- New Ores! Both Chlorophyte and Aquamarine has been added with their respective items. Chlorophyte bring a plant-like ore that will be designed to spawn in mud, while Aquamarine will mainly spawn underwater.
- New Plants/Deco! Added ferns (WIP) and Bog Trees.
- New Refreshed Textures! A lot of textures have been reworked or given a paint job to get a more nicer/cleaner style. Specifically water versions of tiles, shorestone recolor, basalt flooring redone, and CATTAILS!!! Also as you've probably noticed, new logo and banner as well!
- New bubbling magma and hotrock water tiles as well as fogging algae waters! Really brings the atmosphere together :)
- Do you know how much I love the new cattails design? Well im going to brag it here. They're amazing and a big step in the right direction for plants. They look cute and harmless. I might make a pink version who knows ;D
- New Core! Although still WIP, the idea is there. Sprites are probably going to change heavily in the future.
- New Planet! I put this quite low because its still very WIP and looks terrible. Its just mostly a placeholder. Also the moon is just a test, not like it will actually exist.
- New Weathers! Not much, but added heavy rain (needs work) and plans for thunder to come soon.
- Many of the decorations are now able to be placed when editing a map in-game. Will plan to have all decorations placable in editor in-game.
- CODE CLEANUP!! A lot of the codebase has been cleaned and organized. This will make it much easier for me to edit and add new features in the near future. I will say again, this version of the mod is not compatible with older releases.
- Removed Herobrine
Wrapping it up
If you liked this update, please star this repo! Thanks! Anyways, if there's any suggestions that you'd like to see come to this mod, please don't refrain from telling me! I'd love to hear your thoughts! See y'all in the next update :)
Beta v2
New stuff
--- i'll be commenting on all future scenes, starting with this image, for you. Here, we have an attack on our Thermal generators, on the side of a rocky, controlled, beach.
Many new blocks and decorations to fulfill your world. I must remind you that this mod doesn't have any playable content yet, all beta releases will probably be for sandbox use only...
Changes
uhhhh, may have forgotten every change, but here's the biggest points:
- Elm tree (autumn trees), including its leaves overlay tile and leafy tiles.
- Blossom tree (cherry pink trees), including its leaves overlay tile and leafy tiles.
- New basalt tiles and boulders (large and normal sized)
- New shorestone tiles and boulders (same stuff as above)
- Updated regular living trees, might update it again in the future
- Added taiga grass (no use yet, as in no trees or deco to go with the tile)
- A lot of reference images for the future added on the
sprites/blocks/props/junkyard/directory (i need to credit those!1!) - WIP sandy shrubs
- WIP bushes, they kind of blend too much in the grassy tiles.
- and a whole lot to tweaking in the code and sprites (specifically leaning towards the shadows)
- Removed Herobrine
Thing
Yea, development had slowed down significantly. When was the last time I released a beta? Idk. But please don't worry, I'm planning some interesting features. Well, actual playable stuff. For the (maybe, hopefully) next beta release. Also, exams have ended, so I have more time to work on this project! yippie!
Beta v1
Rework
Tons of stuff reworked and more. No "playable" content yet for actual gameplay so stay tuned for that.
Blocks, turrets, ores, and more stuff will be added later. Right now, I'm working on building the atmosphere of the mod and adding some funky plants to better the theme I'm going for.
Changes (instead of Additions and Removed content)
- Quartz and its machineries are shelved for the future. Not ready to deal with them but i have my plans (see trello board)
- Lilypads added, large and small. Inspired by Lixie's work on her mod Allure. Go check it out here.
- Living trees revamped and perfected (maybe). Now sways with the wind and have some cool details.
- Ash and Charred Tree variants also added.
- Shrubs (formerly known as bushes, trust me i'm making bushes different) added.
- Experimental cattails added, WIP.
- Tropical water tiles along with its deep variant added.
- Dacite & Sand tropical water variants too.
- Algae water added, deep variant aswell.
- Technical stuff worked on (maybe inefficient).
- Removed Herobrine.
Lets talk
Thanks for the modding community for all the guidance I've learnt to get to this point. I'm excited to struggle, create, and showcase future releases and updates to this mod for everyone to enjoy.