#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: -1.7976931348623157E308 ~ 1.7976931348623157E308 waveSpawnAmount = 0.7 #Time in ticks between each spawn sequence of waves. #Range: > 1 waveSpawnFrequency = 20 #Maximum spawn distance from shore. #Range: 0.0 ~ 1.7976931348623157E308 waveSpawnDistanceFromShoreMax = 28.0 #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 = 45 #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 [Debug] #Enable debug? debug = false #Vector axis switch. #Range: 0 ~ 5 vecAxisIndex = 0