Er.. Well. I actually don't have it where you can turn off dry lightning, since it's a special weather that shouldn't cause any more problems than normal lightning (you just need to have rods out). I'll look into that.
New update last night probably messed with them.. Although, this is the first of the recent patches that have bothered them.
There was a change to code the shared library depends on. I'm looking at it now, but a fix may have to wait until I get home from work.
Do we know how the added weather events are read by Content Patcher? For instance, if rain or storm are summoned by Climates of Ferngill, would a when: rain or when: storm conditional in Content Patcher work?
In most cases, Climates simply manipulates the game flags. So you should be able to use those flags as is.
Okay, so I'm working on 1.5.0 now, and a question has come up. Do people here modify their climate files?
I tweek the settings a little; storms on spring first, snow on Fall 28th - but I haven't yet tried one of the more extreme settings like crops dying, etc. I'm considering it, tho, as it would be more realiztic.. I can't say enough how much I enjoy the more variable weather and fog and even the dry lightning that your mod adds to the game. It makes it feel like a living world.
Well, that is useful. I meant the .json files themselves. The idea is that 1.5 moves more of the hardcoded chances out of config and into the weathers. (Also should support: sunshowers, and variable rain, and heavy rain. 1.5 is largely just expanding on previous experiments.)
That all sounds very nice! I haven't done much messing around with any of the .json files other than config and tweeking some of the lines on the tv.