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