#Toggle the spawning of wave entities? This prevents the waves from depositing blocks on the shores. True = enabled. toggleWaveEntities = true #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 = 0.8 #Time in ticks between each spawn sequence of waves. Set to 0 to disable waves. #Range: > 0 waveSpawnFrequency = 30 #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 = 100 #How often the waves should make a sound. Higher value = rarer. #Range: > 0 waveBreakingSoundChance = 40 #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 = 1.0 #The multiplier value for how strong the interaction force of the waves are. Higher value = stronger force. #Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 waveInteractionForceFactor = 1.0 #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] #Enable debug? debug = false #Axis rotation index. #Range: 0 ~ 5 axisIndex = 0 #Axis rotation. #Range: -360.0 ~ 360.0 axisRotation = 0.0 [Caching] #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 purged. The time is in ticks, so 20 ticks = 1 second. #Range: > 1 cacheUpdateFrequency = 12000 #Cache nearest found shore positions? cacheNearestShorePos = true #Cache all found shore positions? cacheShorePos = false #Cache if shore positions are surrounded by water? cacheSurroundedByWater = false #Cache amount of surrounding blocks that are water? cacheSurroundingWaterAmount = false