Shears can now defuse TNT. Each world can have a configured chance for the TNT to be defused when right clicking with a set of shears and damage dealt to the shears accordingly. If the TNT is defused then it will drop the TNT item instead and the entity removed from the world no longer existing. All the interaction is handled within the net.minecraft.world.entity.item.PrimedTnt class similar to how it is handled for when sheep are sheared.
By default the option is disabled to avoid breaking any possible vanilla mechanics.
Paper patches RNG maniplulation by using a shared (and locked) random source.
This comes with a performance gain, but technical players may prefer the ability to manipulate RNG.
Addresses MC-163962 where villager demand decreases indefinitely. Paper adds a patch to fix this by preventing demand from going below zero. This patch adds a config option to allow the minimum demand to instead be configurable.
Default vanilla value is to delay 2 ticks between picking up exp orbs. Players only pick up 1 orb at a time, so even with setting this to 0 players still only pick up one orb every tick. However, setting this to any negative number will pick up all orbs instantly.
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