Is there a command or mod so that I may revert creepers instantly exploding when falling onto a player? I thought this was a bug at first, but it's actually a feature. Please help me revert it any way that I can, I'm currently disabling creeper blasts on my server, but I don't want to disable block damaging blasts, I just want to play the game how its meant to be played with block damaging creepers, minus the instantly exploding creeper part.
Is there a citation or documentation on this new behavior, because that's news to me?
Add Blast Protection IV to one piece of armor. Full diamond armor with Protection IV on 3 pieces and BP IV on the 4th should make a point-blank Creeper explosion survivable. Actually, now you can have P4 and BP4 simultaneously (assuming you are playing 1.14). Although there is a cap on protection, so don't get too carried away.
Here is the relevant code (from EntityCreeper in 1.6.4); fall damage is multiplied by 1.5 and this increases the "timeSinceIgnited" by that amount, down to a minimum of 5 ticks or 1/4 of a second left before exploding, which requires falling from a height of at least 17 blocks if they weren't initially aggroed since the fuse time is 30 ticks (the minimum is so they don't explode from simply falling; they must be aggroed to count off the remaining 5 ticks, which is pretty much instantaneous given typical reaction times). Hence, the Wiki's description is not very accurate - the height only affects the time to explosion and they do not explode from landing on a player:
I have no idea how to change this without mods, which are impractical at the moment if you are on the latest version, and even if you use commands to give them Feather Falling X boots (not visible as armor, setting the drop chance to 0 prevents them from dropping) it wouldn't do anything since the game uses the raw fall distance, prior to any armor calculations.