#
#How loud running water sounds. Streams murmur when you are beside them, and waterfalls carry --
#a big fall can be heard from a long way off, growing into its full sound as you approach.
#Rides the Ambient volume slider in your sound settings.
#  0 = silent.  1 = normal (default).  Above 1 is louder.
#Perf: client, light.
#World: safe on an existing world -- applies the moment you save, everywhere.
# Default: 1.0
# Range: 0.0 ~ 2.0
waterAmbience = 0.05
#
#Ambient particles on the directional stream fluid: clumps of bubbles riding the current, plus
#splashes where water spills/cascades. Purely visual and CLIENT-side; particles cost some
#performance, and higher modes cost more.
#  0 = off (no stream particles at all).
#  1 = static: bubbles appear on the surface and fade in place -- cheapest; they don't drift, so
#      they never strand in mid-air over a drop.
#  2 = pathed: bubbles flow downstream AND follow the water down drops/waterfalls (default). Most
#      realistic but the priciest -- it samples the world each tick. Turn down to 1 or 0 if big
#      rivers hitch.
#Perf: CLIENT FPS. Turn down first if streams cost you frames.
#World: safe on an existing world -- applies the moment you save, everywhere.
# Default: 2
# Range: 0 ~ 2
streamBubbles = 2
#
#Hard cap on how many stream particles (bubbles + whitewater foam/spray) may spawn PER TICK,
#across all stream water near you -- a safety valve so heavy rivers and big waterfalls can't
#spin up an unbounded number of particles on lower-end machines. Once the cap is hit, further
#stream blocks skip their particles until the next tick. The default is high enough that normal
#play never reaches it; lower it if you're chasing frames.
#  LOWER = stricter cap (fewer particles, smoother).  HIGHER = effectively no limit.
#Perf: CLIENT FPS -- the main particle cost dial. Lower = cheaper.
#World: safe on an existing world -- applies the moment you save, everywhere.
# Default: 3000
# Range: 0 ~ 100000
maxStreamParticlesPerTick = 3000
#
#How far out (in blocks) a CLIENT-side scanner hunts for waterfalls to spray, BEYOND vanilla's
#~16-block ambient-particle range. Vanilla only animates blocks right next to you, so distant
#waterfalls are silent/dry; this scanner finds their feet and throws whitewater there too.
#It uses distance LOD to stay cheap: the further a waterfall, the FEWER but LARGER particles it
#fires (particle area scales with distance, count scales inversely), so a far fall reads the same
#but costs a fraction of the particles.
#  0 = off (only vanilla's near range sprays).  Higher = waterfalls spray from further away (pricier).
#Perf: CLIENT FPS. A larger radius searches more blocks every tick.
#World: safe on an existing world -- applies the moment you save, everywhere.
# Default: 256
# Range: 0 ~ 512
streamParticleScanRadius = 256
#
#Apply the mod's waterfall whitewater (the distant LOD scanner's spray + foam) to VANILLA water
#as well -- rivers, lakes, vanilla waterfalls -- not just this mod's own streams. Purely visual
#and client-side.
#  true = on (default).  false = only this mod's streams get the whitewater.
#Perf: CLIENT FPS. Extends particle work to all water, not just streams.
#World: safe on an existing world -- applies the moment you save, everywhere.
particlesOnVanillaWater = true
#
#Floating debris on the stream surface: sticks and (on 1.21.4+) leaves drifting downstream with
#the current. Purely visual and client-side.
#  true = on (default).  false = no sticks or leaves (bubbles and whitewater are unaffected).
#Perf: client, light.
#World: safe on an existing world -- applies the moment you save, everywhere.
streamDebris = true
#
#PARTICLE SIZE -- how big each droplet of spray is, as a multiplier.
#  1.0 = normal. 2.0 = twice the size. 0.5 = fine mist.
#Spray DENSITY follows size automatically, in inverse square: bigger droplets means proportionally
#fewer of them, so a waterfall throws the same total amount of spray whatever you set here -- the
#same rule the distance detail already uses, so far falls keep matching near ones.
#Perf: CLIENT FPS, but only mildly -- bigger particles are also rarer, so the count stays about the same.
#World: safe on an existing world -- applies the moment you save, everywhere.
# Default: 1.0
# Range: 0.05 ~ 8.0
particleSize = 1.0
#
#PARTICLE DENSITY -- how much spray is thrown, as a multiplier.
#  1.0 = normal. 2.0 = twice as much water in the air. 0.0 = none.
#This is the dial to turn DOWN for frames, and it is independent of size: the size setting keeps the
#total amount of spray constant, this setting is what changes it.
#Perf: CLIENT FPS -- the most direct particle cost dial there is.
#World: safe on an existing world -- applies the moment you save, everywhere.
# Default: 1.0
# Range: 0.0 ~ 8.0
particleDensity = 1.0
#
#Show the Streams Reflowing progress line on the world-loading screen while your waterways are
#prepared during world creation. Purely visual and client-side.
#  true = show (default).  false = hide it.
#Perf: none.
#World: safe on an existing world -- applies the moment you save, everywhere.
loadingNotice = true
