Boid weights.
Milliseconds per frame spent spawning groups, nearest first.
Whether animals cast shadows.
Group candidates per km²; candidates in unsuitable places are dropped.
Samples per side of each group's environment grid.
Groups farther than this from the camera are dropped (and nothing spawns while the camera is higher than this).
Skip world detail smaller than this (metres) when sampling.
World position that is (0, 0, 0) in render space (floating origin).
Objects animals flee from (not JSON: objects or React refs).
Whether animals receive shadows.
Planets: distance (metres) from the frame's centre at which a new frame is centred on the camera.
Seed: the same seed, world and settings always spawn the same groups.
Groups farther than this are drawn but not simulated.
Material states (wetness, snow, burn, damage).
Fixed simulation steps per second.
Edge length of a streaming tile, metres.
Settings every fauna layer has. All JSON except
predators.