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Grass in this game especially on temperate maps just burns away like it's made of petrol or something. So by reducing the conductivity of grass to spread fire, wildfires should end up as isolated events. A lightning strike may burn down a tree or two but it shouldn't spread beyond that because the grass won't allow it to jump from one vegetation area to the next.
Ideally if I could code I would have made a humidity modifier and only allow fire to spread when it was hot and dry for a very long time
The difference between vanilla and this is that this doesn't cause wildfires. Lighting strikes will set things on fire (could not change this in the xml code) but won't spread outside of their initial impact area. This means that the tree or square that gets hit will get scorched, with maybe the surrounding squares but fizzle out after this.
I'll consider adding some screenshots for clarity though :) thank you for your comment.
Anyhow, I (personally) don't mind seeing wild fires in the game, just not after every thunderstorm. Even if its a different mod, I'd love to see something that fixes that problem alone.
> Tweaked fire spread for bushes down a smidgen more.
> The number of lightning strikes for thunderstorms, rainy or dry, have been reduced to 1/4th of normal. (flash storms unchanged)
> Reduced the frequency of flash storm events by storytellers by eight fold. (12.5% chance of ordinary rimworld experience)
> Additionally flash storms cannot happen twice in a year. Resets after 60 days (a full year) has passed.
> Rebalanced weather system for biomes. Rainy thunderstorms replace dry thunderstorms signficiantly more in wet biomes now for wetter thunderstorms. All the thunder, less fire.
I'll see what I can do this weekend :)
It should still work for 1.4 afaik. It's just an xpath patch so as long as they haven't changed the biomes mechanic it should work fine in any version. I'm working on a more extended version at the moment that changes the weather generation balance, too many freaking flash storms in vanilla imho.