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