diff --git a/src/main/java/electroblob/wizardry/Settings.java b/src/main/java/electroblob/wizardry/Settings.java
index 755dff7e..bafabf8f 100644
--- a/src/main/java/electroblob/wizardry/Settings.java
+++ b/src/main/java/electroblob/wizardry/Settings.java
@@ -170,7 +170,7 @@ public final class Settings {
public boolean legacyWandLevelling = false;
/** [Server-only] Whether to replace Minecraft's distance-based fall damage calculation with an equivalent,
* velocity-based one. */
- public boolean replaceVanillaFallDamage = false;
+ public boolean replaceVanillaFallDamage = true;
/** [Server-only] Whether using bonemeal on grass blocks has a chance to grow crystal flowers. */
public boolean bonemealGrowsCrystalFlowers = true;
/**
diff --git a/src/main/java/electroblob/wizardry/WizardryEventHandler.java b/src/main/java/electroblob/wizardry/WizardryEventHandler.java
index e4614881..bdac3b8b 100644
--- a/src/main/java/electroblob/wizardry/WizardryEventHandler.java
+++ b/src/main/java/electroblob/wizardry/WizardryEventHandler.java
@@ -420,7 +420,7 @@ public final class WizardryEventHandler {
@SubscribeEvent // Priority doesn't matter here, we're only setting event fields so if it's cancelled it won't matter
public static void onLivingFallEvent(LivingFallEvent event){
// Why is fall damage based on distance fallen? Why? Who on earth came up with that? It makes no sense whatsoever!
- if(Wizardry.settings.replaceVanillaFallDamage && !Loader.isModLoaded("speedbasedfalldamage")){
+ if(!event.getEntity().world.isRemote && Wizardry.settings.replaceVanillaFallDamage && !Loader.isModLoaded("speedbasedfalldamage")){
// We want to keep the fall damage EXACTLY THE SAME for free, uninterrupted falls, but fix the weirdness
// caused when something else changes the entity's velocity
// All living entities have a gravity of 0.08b/t^2