---@field enable_moat_bridging boolean If there is a moat, this makes a small path to land to avoid "turtling", but if the spawn is in the middle of water, it won't do anything.
---@field minimum_distance_to_existing_chunks number The radius, in chunks, that a spawn area is from any other generated chunks. It ensures the spawn area isn't too near generated/explored/existing area.
---@field near_spawn_min_distance number When a player selects "near" spawn, they will be within or as close to this range as possible.
---@field near_spawn_max_distance number When a player selects "near" spawn, they will be within or as close to this range as possible.
---@field far_spawn_min_distance number When a player selects "far" spawn, they will be AT LEAST this distance away.
---@field far_spawn_max_distance number When a player selects "far" spawn, they will be AT LEAST this distance away.
---@class OarcConfigServerInfo
---@field welcome_msg_title string
---@field welcome_msg string
---@field server_msg string
---@class OarcConfigGameplaySettings
---@field main_force_name string The name of the main force.
---@field main_force_surface string The starting surface of the main force.
---@field scale_resources_around_spawns boolean Scales resources so that even if you spawn "far away" from the center of the map, resources near to your spawn point scale so you aren't surrounded by 100M patches or something. This is useful depending on what map gen settings you pick.
---@field oarc_modified_enemy_spawning boolean Adjust enemy spawning based on distance to spawns. All it does it make things more balanced based on your distance and makes the game a little easier. No behemoth worms everywhere just because you spawned far away.
---@field minimum_online_time number Require playes to be online for at least X minutes Else their character is removed and their spawn point is freed up for use
---@field crashed_ship boolean Add a crashed ship like a vanilla game (create_crash_site) Resources go in the ship itself. (5 slots max!) Wreakage is distributed in small pieces. (I recommend only 1 item type.)
---@field crashed_ship_resources table Items to be placed in the crashed ship.
---@field crashed_ship_wreakage table Items to be placed in the crashed ship.
---@field player_spawn_start_items table Items provided to the player the first time they join
---@field player_respawn_start_items table Items provided after EVERY respawn (disabled by default)
---@class OarcConfigSpawnGeneral
---@field land_area_tiles number THIS IS WHAT SETS THE SPAWN CIRCLE SIZE! Create a circle of land area for the spawn If you make this much bigger than a few chunks, good luck.
---@field moat_size_modifier number If you change the spawn area size, you might have to adjust this as well
---@field force_grass boolean Force the land area circle at the spawn to be fully grass, otherwise it defaults to the existing terrain.
---@field tree_circle boolean Spawn a circle/octagon of trees around the base outline.
---@field tree_octagon boolean Spawn a circle/octagon of trees around the base outline.
---@class OarcConfigSpawnSafeArea
---@field safe_radius number Safe area has no aliens This is the radius in tiles of safe area.
---@field warn_radius number Warning area has significantly reduced aliens This is the radius in tiles of warning area.
---@field warn_reduction number 1 : X (spawners alive : spawners destroyed) in this area
---@field danger_radius number Danger area has slightly reduce aliens This is the radius in tiles of danger area.
---@field danger_reduction number 1 : X (spawners alive : spawners destroyed) in this area
---@class OarcConfigSpawnWater
---@field x_offset number Location of water strip within the spawn area (horizontal)
---@field y_offset number Location of water strip within the spawn area (vertical)
---@field length number Length of water strip within the spawn area
---@class OarcConfigSpawnResourceRandPosSettings
---@field enabled boolean Autoplace resources (randomly in circle) This will ignore the fixed x_offset/y_offset values in resource_tiles. Only works for resource_tiles at the moment, not oil patches/water.
---@field radius number Distance from center of spawn that resources are placed.
---@field angle_offset number At what angle (in radians) do resources start. 0 means starts directly east. Resources are placed clockwise from there.
---@field angle_final number At what andle do we place the last resource. angle_offset and angle_final determine spacing and placement.