-->
<property name="Logging" value="false"/>
<property name="CaveEnabled" value="true"/>
<!-- Legacy is the original style. Sebastian is an alternative, FastNosieSIMD -->
<property name="GenerationType" value="Legacy" />
<!-- Generate cave system only in mountains (above terrain height 100, or random through the map. All for every chunk has a cave system ) -->
<!-- Deep Mountains will produce up to 100 levels, or until it reaches bedrock. This could cause lag during generation and an FPS drop. -->
<property name="CaveType" value="Random" />
<!-- Mountains, Random, All, DeepMountains -->
<!-- Default is up to 5 levels, depending on depth of terrain. Note: This value is ignored if DeepMountains is selected -->
<property name="MaxCaveLevels" value="5" />
<!-- How many cave clusters to create on a map. This value only takes effect when CaveType is Random -->
<property name="CaveCluster" value="50" />
<!-- How many chunks to include per cluster. This value only takes effect when CaveType is Random -->
<property name="CavesClusterSize" value="20" />
<!-- RigidMulti, Billow, or FBM-->
<!-- Default is RigidMulti-->
<property name="FractalType" value="FBM" />
<!-- Cellular, Cubic, CubicFractal, Perlin, PerlinFractal, Simplex, SimplexFractal, Value, ValueFractal, WhiteNoise -->
<!-- Default is a SimplexFractal -->
<property name="NoiseType" value="Simplex" />
<!-- Determines what level of a noise threshold to drop a cave Block -->
<!-- Higher numbers will result in more open caves horizontally -->
<property name="CaveThresholdXZ" value="0.30"/>
<!-- Determines what level of a noise threshold to drop down a level on the Y axis, making deeper caves. -->
<!-- higher numbers will result in more vertical drops. A lower number, less so. -->
<property name="CaveThresholdY" value="0.01"/>
<!-- CavePOIs are placed where there is an isolated block (only one side of the block has air ), and a random roll between 0 to 100. Adjust this random roll here.-->
<property name="POIRandomRoll" value="8" />
<!-- 10% chance -->
<!--https://leatherbee.org/index.php/2018/10/24/perlin-and-simplex-noise/#:~:text=Lacunarity%20and%20gain%20measure%20how,amplitude%20of%20the%20previous%20octave. -->
<!-- Small adjustments are recommended. Large adjustments are.... inconsistent. -->
<property name="Octaves" value="3"/>
<property name="Lacunarity" value="1"/>
<property name="Gain" value="0.5"/>
<property name="Frequency" value="0.04"/>
<property name="CavePOIs" value="Chiko_SCcave_01,Chiko_SCcave_02,Chiko_SCcave_03,Chiko_SCcave_04,Chiko_SCcave_05,Chiko_SCcave_06,Chiko_SCcave_07" />
<property name="DeepCavePrefabs" value="Chiko_SCcave_08,Chiko_SCcave_09,Chiko_SCcave_11,Chiko_SCcave_12,Chiko_SCcave_13,Chiko_SCcave_14" />
<!-- removed chiko 10 for investigation -->
<property name="MaxPrefabPerChunk" value="1" />
<property name="PrefabSister" value="garage_02,remnant_oldwest_06,cemetery_01,abandoned_house_01,house_burnt_06,vacant_lot_01,mp_waste_bldg_05_grey,oldwest_coal_factory,diner_03" />
</property>
</block>