MC-WIKI.net
Embeddium (Rubidium) Extra Wiki › Guides › Toggling Individual Particle Types in Embeddium Extra

Toggling Individual Particle Types in Embeddium Extra

guide

Embeddium Extra adds a large set of particle toggles that let you switch individual particle types on or off, covering everything from smoke and drips to explosions and biome ambience. Each particle type has its own entry, so you can silence one effect without losing the rest. All of these are handled through the mod's interface rather than through crafting or in-game items.

How Particle Toggling Works

Every particle entry is a simple on/off switch. When a type is enabled, its particles are processed and appear as normal. When it is disabled, those particles are skipped. The master Particles option sits above the individual entries: if it is off, no particles are processed at all, regardless of how the individual toggles are set.

Open the mod's video or graphics options through the interface to reach these switches, then toggle the entries you want. There is no in-game item and no crafting step involved — it is purely a settings change.

Smoke, Fire, and Explosions

  • Campfire Cosy Smoke covers the smoke given off by campfires and soul campfires.
  • Campfire Signal Smoke covers the taller smoke produced by those same campfires when a hay bale sits above them.
  • Explosion-type effects are grouped by their source, including explosions, ghast fireballs, wither skulls, the ender dragon's death, and shearing mooshrooms, as well as the separate explosion and dragon-death set.
  • Fire-related particles come from sources such as torches, furnaces, magma cubes, monster spawners, primed TNT, droppers, dispensers, end portals, brewing stands, blazes, and lava meeting water.
  • Gust Emitter Large and Gust Emitter Small relate to the particles created when a wind charge strikes a block; the large emitter spawns a number of gust particles.

Drips, Dripstone, and Falling Particles

Drip particles are split into stages so you can control them precisely. Each drip family has a version for liquid still inside blocks, a version for liquid falling through air, and a version for liquid that has landed:

  • Dripping Dripstone Lava and Falling Dripstone Lava handle lava from pointed dripstone.
  • Dripping Dripstone Water and Falling Dripstone Water handle water from pointed dripstone.
  • Dripping Obsidian Tear, Falling Obsidian Tear, and Landing Obsidian Tear handle the particles from crying obsidian.
  • Falling Spore Blossom covers the green particle that drips from a spore blossom.
  • Separate entries cover honey and water dripping through blocks, including wet sponges and leaves during rain.

Biome Ambience and Environment

Biome-specific ambience has its own toggles. These include the particles naturally generated in the soul sand valley, the crimson forest, the warped forest, and the basalt deltas. Dust Color Transition is listed among these environment entries.

Combat, Status, and Miscellaneous Effects

A wide range of gameplay particles can be switched individually, including:

  • Critical hits, fully charged bow shots, crossbows, and evoker fangs.
  • Sharpness, Smite, or Bane of Arthropods hits, plus sweep attacks.
  • Status effects, lingering potions, tipped arrows, trading, and withered armor.
  • Totem of undying activation, mace smash attacks, and warden sonic booms.
  • Trial Spawner effects, including Trial Spawner Detection and Trial Spawner Detection Ominous, which fire when a normal or ominous trial spawner activates.
  • Vault proximity, sculk sensor triggers, sculk charge pops, and sculk spreading.
  • Water-related effects such as entities in water, guardian laser beams, fishing, bubble columns, dolphin trails, and squid ink.

Practical Tips

If you want to keep most effects but cut visual noise, leave Particles on and disable only the specific entries that bother you — for example, campfire smoke or drip particles. If you want a fully clean view, turn the master option off instead.

For any action that has a hotkey rather than a menu entry, use the corresponding hotkey and set it in the controls menu. The particle entries themselves are toggled directly in the mod's options.