#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 = 1.0
#Time in ticks between each spawn sequence of waves. Set to 0 to disable waves.
#Range: > 0
waveSpawnFrequency = 25
#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 = 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 = 5
#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, 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

