Spread and weather options
Everything here lives in firescriptv2/config.lua. The behaviour behind these settings is explained in Spread, wind and weather — this is the reference for the option names.
Fire spread (Config.FireSpread)
Enabled— turn natural spread off entirelyInterval— seconds between spread evaluationsBaseChance— base probability a burning fire throws a new fire each interval. This is the difficulty dial — see the formula in Spread, wind and weatherSpreadRadius— maximum distance a child fire appears from its parent, in metresMinStep— minimum distance, so children do not stack on the parentMaxChildren— how many times one fire can spawn childrenMergeDistance— do not spawn a child this close to an existing fire; they merge insteadGlobalCap— hard cap on total simultaneous fires created by spreadingChildFlameFactor— a child fire gets this fraction of the parent's flamesChildSpread— scatter, in metres, of a child fire's flamesChildTimeout— seconds a spread child burns before going out on its ownMaxDrift— hard leash on how far a fire may spread from where it originally started
Front-only spreading
EdgeOnly— only fires on the edge of the burn may throw childrenEdgeRadius— how far out a fire looks for neighboursEdgeNeighbours— this many neighbours insideEdgeRadiuscounts as surrounded, and stops it breeding
This is what makes a fire advance as a front with a spent core behind it, and what makes it flankable.
Placement validation
The server has no world of its own, so before a child is placed the nearest player's client checks the spot.
ValidateLineOfSight— turn the check onValidateRange— how close a player must be for their client to be asked. Keep it insideFireDetectionRange— further out the world is not streamed for them eitherValidateTimeout— milliseconds to wait for the answerRequireValidation— nobody close enough, or no answer in time, means the child is not spawned and the parent tries again next interval. Setting this false restores the old behaviour, which is exactly how you get fires floating in mid-air or burning inside a wallMaxHeightStep— a child this far above or below its parent is a roof or a cellar, not spreadMaxDrop— how far below the parent the ground is searched for, for a bank or a step
Wind's effect on spread
WindInfluence— how tightly the wind aims the spread. 0 = children fly off in any direction, 1 = a narrow cone straight downwind. Direction onlyWindRateMin/WindRateMax— what the wind does to the spread rate, mapped across the whole 0..1 wind strength range.WindRateMinat dead calm,WindRateMaxat a full galeWeatherWetPenalty— rain and snow multiply the spread chance by(1 - this)
Keeping the rate on its own dial is what gives the weather any real say in the outcome.
Reignition (Reignite)
Enabled— turn reignition offChance— chance an extinguished fire flares back upDelay— seconds after put-out before the attemptFlames/Spread— size of the reignited fireTimeout— seconds the reignited fire lastsRequireDryWindy— only reignite when it is dry and the wind is up
Wind and weather feed (Config.Weather)
DefaultWindDirection— degrees the wind blows toward. 0 = North, 90 = EastDefaultWindStrength— 0..1DefaultWet— whether it starts wetAutoDrift— slowly vary the wind on its own when there is no external feedDriftInterval— seconds between drift stepsAutoDetect— read the game's actual weather and set wet/dry from it. Turn this off if a weather resource is pushing values in withFireScriptV2:SetWeatherWetWetTypes— weather types treated as wet, i.e. that dampen fire spread
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