51 lines
1.7 KiB
Plaintext
51 lines
1.7 KiB
Plaintext
#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: -1.7976931348623157E308 ~ 1.7976931348623157E308
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waveSpawnAmount = 0.7
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#Time in ticks between each spawn sequence of waves.
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#Range: > 1
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waveSpawnFrequency = 20
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#Maximum spawn distance from shore.
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#Range: 0.0 ~ 1.7976931348623157E308
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waveSpawnDistanceFromShoreMax = 28.0
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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 = 100
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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 = 45
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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 = 1.0
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[Debug]
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#Enable debug?
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debug = false
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#Vector axis switch.
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#Range: 0 ~ 5
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vecAxisIndex = 0
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