This is _not_ in block height or an exact science. During my testing I found very inconsistent values for the fallDistance variable. Here are the results of those tests (https://imgur.com/BojltJF):
Value set -> Actual fall distance needed to trample
1.0 -> 1.25
1.5 -> 1.75
2.0 -> 2.25
2.5 -> 2.87
3.0 -> 3.5
3.5 -> 4.25
4.0 -> 4.25
4.5 -> 5.0
5.0 -> 5.87
5.5 -> 5.87
Makes the tilt delays configurable. There are only 3 types of tilts used by this setting. When an entity steps on a
big_dripleaf with no tilt it will immediately change to an UNSTABLE tilt. Each change after that is on a tick timer:
UNSTABLE: big_dripleaf with UNSTABLE tilt will change to PARTIAL tilt after 10 ticks
PARTIAL: big_dripleaf with PARTIAL tilt will change to FULL tilt after 10 ticks
UNSTABLE: big_dripleaf with FULL tilt will change back to no tilt after 100 ticks
Allows changing the modifier for the piglin spawn chance from a portal block based on the world difficulty.
For example, with the default vanilla value of 2000 there is a 2 out of 2000 chance for a piglin to spawn in a portal block each tick in normal mode.
Equation: random.nextInt(modifier) < difficulty
Difficulties:
0 - peaceful
1 - easy
2 - normal
3 - hard
This lets us choose if farmland trampling is fully disabled or only players may trample farmland.
This lets us choose if entities can stop trampling if they fall a distance equal to their feather falling level, plus the extra block necessary to trample in the first place. Feather Falling 1 requires you to fall over 3+ blocks to trample. FF 2 requires 4+, etc.
Allows for Note Blocks to ignore whether or not there's air above them to play.
Normally, the sounds will only play when the block directly above is air.
With this patch enabled, players can place any block above the Note Block and it will still work.