#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
#Toggle the spawning of wave entities? This prevents the waves from depositing blocks on the shores. True = enabled.
toggleWaveEntities = true

[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

