Texels per side of the blocks the field is evaluated in (weather is coarse; this keeps ticks cheap).
Wind speed of full damage rate, m/s (hurricane ≈ 45).
Seconds between damage ticks.
Most ticks processed per update (a long jump forward skips the rest).
Damage per hour at full wind.
Seed for per-instance susceptibility.
0…1: spread of per-instance susceptibility (some trees snap, others don't).
Wind speed (gusts included) where damage starts, m/s (gale ≈ 20).
Storm damage settings. Plain JSON.