Sometimes, you just want to watch the moon burn. It seems that the only features which are removed on commander landing are burnable ones, even though reclaimable will still slow down building. Since I don't want rock fires raging across the planet, I had to figure out how burnables work. Let's review base_burnable Code: { "base_spec": "/pa/terrain/generic/base_feature.json", "burnable": { "burn_duration": 12, "damage": 2.2, "damage_radius": 20, "resistance": 75, "spread_chance": 0.3 }, "damageable": true, "path_cost": 2.0, "reclaimable": true } Here is how I believe it works (tests done in 73939) Every tick (10 ticks/sec) for burn_duration, there is a spread_chance that damage will be done to each feature in damage_radius. When a feature has received resistance burn damage, it lights up. From a single high-damage/low-chance test, it appears that the chance is calculated individually for each feature in range. Careful with that radius if you like your sim speed ;^) For the standard trees, I believe the math works like this: 12 seconds * 10 ticks/s * 0.3 chance * 2.2 damage = 79.2 damage, average Trees have 75 resistance, so some low rolls on the chance allows the possibility of the fire not spreading, but it usually will. Of course, once several trees are burning, things near them are getting hit from multiple sides. Burn damage can also come from weapons; base_ammo does 15 and nukes/uber-cannons do 200. If resistance is 201, an uber cannon won't start a fire, but a second one will.
I've been rolling around ideas to add effects to lava planets, but you'd need either server-script or a host mod with create unit to light them off.