Overhauls how fall damage is calculated while improving quality of life.
Stops you from receiving the settings your host player is using.
Useful if you want to essentially run the game at a higher/lower difficulty than them.
Prevents you from taking any fall damage.
How long the player needs to be falling for before fall damage starts racking up.
I wouldn't recommend setting this to 0.
How long the player needs to be falling for before they instantly die on impact.
You probably shouldn't set this to 0 either.
Changes the rate that fall damage accumulates while falling.
Some useful defaults:
Stops weight from affecting your fall damage
How much weight it takes to halve FallTimeDamage and FallTimeInstaKill
The lower this number is, the harder your games will be
The base game currently deals fall damage in tiers based on how long you have been falling:
Better Fall Damage calculates the damage by smoothly increasing the final damage as you fall.
If you have weight-scaling enabled, this is how I calculate the damage you take when you hit the ground:
WeightScale = (PlayerCarryWeight / WeightScalingFactor) + 1
WSFallTimeDamage = FallTimeDamage / WeightScale
WSFallTimeInstaKill = FallTimeInstaKill / WeightScale
WSTranslatedFallTimeInstaKill = WSFallTimeInstaKill - WSFallTimeDamage
WSDistanceAlongDamageRamp = (CurrentFallTime - WSFallTimeDamage) / (WSTranslatedFallTimeInstaKill)
DamageAmount = (WSDistanceAlongDamageRamp^fallTimeDamageExponent) * 100
If you do not have weight-scaling enabled, this is how I calculate the damage you take when you hit the ground:
TranslatedFallTimeInstaKill = FallTimeInstaKill - FallTimeDamage
DistanceAlongDamageRamp = (CurrentFallTime - FallTimeDamage) / (TranslatedFallTimeInstaKill)
DamageAmount = (DistanceAlongDamageRamp^FallTimeDamageExponent) * 100
If you would like to play around with the numbers to get settings you like, you can mess around with This Desmos Page