#Toggle whether or not waves should be able to interact (push) with nearby entities? True = enabled. waveEntityInteraction = true #Toggle whether spawning should be equally distributed across distance from the player or have a higher chance to spawn near the player. True = equal distribution. waveEqualSpawnDistribution = true #Search distance for when creating coastal waves. #Range: > 0 waveSearchDistance = 14 #Additional block distance on top of render distance at which waves can spawn. #Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 waveSpawnDistance = 0.0 #Additional amount of waves to spawn. #Range: 0.0 ~ 1.7976931348623157E308 waveSpawnAmount = 0.5 #Time in ticks between each spawn sequence of waves. Set to 0 to disable waves. #Range: > 0 waveSpawnFrequency = 40 #Maximum spawn distance from shore. #Range: 0.0 ~ 1.7976931348623157E308 waveSpawnDistanceFromShoreMax = 48.0 #Minimum spawn distance from shore. #Range: 0.0 ~ 1.7976931348623157E308 waveSpawnDistanceFromShoreMin = 4.0 #Amount of sprites for waves. Zero indexed. #Range: > 1 waveSpriteCount = 5 #How great should the chance for waves to deposit blocks be? Lower value = higher chance. #Range: > 1 waveBlockDepositChance = 1000 #How often the waves should make a sound. Higher value = rarer. #Range: > 0 waveBreakingSoundChance = 50 #How fast the bioluminescence should change (octaves). #Range: > 1 waveBioluminescenceChange = 16 #The amount of iterations to process the bioluminescence noise map. More = rarer bioluminescent events. #Range: 0.0 ~ 1.7976931348623157E308 waveBioluminescenceFrequency = 0.5 #The maximum angle within which waves can spawn irt. the player view direction. E.g. 360 degrees would allow waves to spawn all around the player. #Range: 0.0 ~ 360.0 waveSpawningFOVLimit = 140.0 #The amount of iterations to search for and refine for the nearest shore position. #Range: > 1 waveFindNearestShoreIterations = 3 #Volume modifier for the waves. 1.0 = 100% volume. #Range: 0.0 ~ 10.0 waveVolume = 0.8 #The multiplier value for how strong the interaction force of the waves are. Higher value = stronger force. #Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 waveInteractionForceFactor = 2.0 #How often the wave interaction should refresh/update. Higher values can yield better TPS at the cost of decreased interaction precision. Higher value => longer intervals between updates. #Range: > 1 waveInteractionUpdateFrequency = 4 ["Debug, Processing and Caching"] #Enable debug? debug = false #Enable parallel processing for performance-critical tasks. #When enabled, certain operations - such as wave spawning, shore detection, and entity interactions - #may be executed concurrently across multiple threads. This can significantly improve performance on multi-core systems. #Recommended for servers with high entity load. parallelProcessing = true #Toggle whether or not caches should be utilized. For larger servers with lots of activity, the benefit of using caches give diminishing returns. useCaches = true #How often the caches should be updated. The time is in ticks, so 20 ticks = 1 second. Set to 0 to disable cache updates. #Range: > 0 cacheUpdateFrequency = 6000 #How often the caches should be reset. The time is in ticks, so 20 ticks = 1 second. Set to 0 to disable cache updates. #Range: > 0 cacheResetFrequency = 24000