Boid weights.
Milliseconds per frame spent spawning groups, nearest first.
Whether animals cast shadows.
Group candidates per km²; candidates in unsuitable places are dropped.
Mesh resolution.
Samples per side of each group's environment grid.
Extra clearance (metres) from the bed and the surface, on top of each fish's own size.
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.
Species that can spawn, by id (defaults to FISH_SPECIES). Set a species' habitat.weight to 0 to turn it off.
Material states (wetness, snow, burn, damage).
Fixed simulation steps per second.
Edge length of a streaming tile, metres.
How river water is told from sea water.
Every setting of FishSchools.