Can you modify this Roblox module to do a few things?

1: Change it so the rocks are basically duplicated, but they lower the height, increase the x and z size by a tiny amount, and then move it up to the top of the original rock part for each rock, that way there is a bit of a ground effect to it, this part is called the hoof

2: The rocks instead of just tweening the size, they tween the rotation as well, basically right now they tween the size while already rotated, but what it should do is keep the rotation flat, 0, 0, 0 (but still rotated around origin), but tween to match the rotation it should be.

3: The position of the rocks should do the same as change 2, the position should be a little bit lower how they are now (like quarter of a stud) when they first spawn, then tween to go up.

4: The rocks should delay a tiny amount the further away they are from the origin, the closer, the faster they appear, the further, the longer they appear.

5: Add a new parameter to change the thickness of the rocks, this changes the amount of outer rocks that expand in size the further they are from the origin, right now there are 2 lines, inner and outer, this parameter changes the amount of outer rocks that go further out and are bigger.

6: The hoof (the part above the original rock that's shorter but bigger) should clone any textures or decals from the ray's instance

Here is the module:
local Rocks = {}

local TS = game:GetService("TweenService")
local RS = game:GetService("ReplicatedStorage")
local PS = game:GetService("PhysicsService")
local RunService = game:GetService("RunService")

local Modules = RS.GameModules
local partCacheMod = require(Modules.PartCache)

local cacheFolder
if not workspace:FindFirstChild("Debris") then
	cacheFolder = Instance.new("Folder")
	cacheFolder.Name = "Debris"
	cacheFolder.Parent = workspace
else
	cacheFolder = workspace.Debris
end

local partCache = partCacheMod.new(Instance.new("Part"), 1000, cacheFolder)

function Rocks.Ground(Pos, Distance, Size, filter, MaxRocks, Ice, despawnTime)
	local random = Random.new()

	local angle = 30
	local otherAngle = 360 / MaxRocks
	local params = RaycastParams.new()
	params.FilterType = Enum.RaycastFilterType.Exclude
	params.FilterDescendantsInstances = filter or {game.Players.LocalPlayer.Character, cacheFolder}
	local size
	size = Size or Vector3.new(2, 2, 2)
	local pos = Pos
	despawnTime = despawnTime or 3

	local function SpawnRockAnimation(part, hoof)
		-- Initial tiny size before animation starts
		part.Size = Vector3.new(0.1, 0.1, 0.1)
		hoof.Size = Vector3.new(0.1, 0.025, 0.1)

		-- Spawning animation setup
		local spawnTween = TS:Create(part, TweenInfo.new(0.3, Enum.EasingStyle.Quad, Enum.EasingDirection.Out), {Size = size * random:NextNumber(1, 1.5), CFrame = part.CFrame})
		local hoofSpawnTween = TS:Create(hoof, TweenInfo.new(0.3, Enum.EasingStyle.Quad, Enum.EasingDirection.Out), {Size = Vector3.new(size.X * 1.01, size.Y * 0.25, size.Z * 1.01), CFrame = hoof.CFrame})

		-- Play the spawn animation
		spawnTween:Play()
		hoofSpawnTween:Play()
	end

	local function OuterRocksLoop()
		for i = 1, MaxRocks do
			local cf = CFrame.new(Pos)
			local newCF = cf * CFrame.fromEulerAnglesXYZ(0, math.rad(angle), 0) * CFrame.new(Distance / 2 + Distance / 2.7, 10, 0)
			local ray = workspace:Raycast(newCF.Position, Vector3.new(0, -20, 0), params)
			angle += otherAngle
			if ray then
				local part = partCache:GetPart()
				local hoof = partCache:GetPart()

				part.CFrame = CFrame.new(ray.Position - Vector3.new(0, 0.5, 0), Pos) * CFrame.fromEulerAnglesXYZ(random:NextNumber(-.25, .5), random:NextNumber(-.25, .25), random:NextNumber(-.25, .25))
				hoof.CFrame = part.CFrame * CFrame.new(0, part.Size.Y / 2 - hoof.Size.Y / 2.1, 0)
				SpawnRockAnimation(part, hoof)

				part.Parent = cacheFolder
				hoof.Parent = cacheFolder

				part.Material = ray.Instance.Material
				hoof.Material = ray.Instance.Material
				part.BrickColor = ray.Instance.BrickColor
				hoof.BrickColor = ray.Instance.BrickColor

				part.Anchored = true
				part.CanTouch = false
				part.CanCollide = false
				hoof.Anchored = true
				hoof.CanTouch = false
				hoof.CanCollide = false

				if Ice then
					part.Material = Enum.Material.Ice
					hoof.Material = Enum.Material.Sand
					part.BrickColor = BrickColor.new("Pastel light blue")
					hoof.BrickColor = BrickColor.new("Lily white")
				end

				task.delay(despawnTime, function()
					TS:Create(part, TweenInfo.new(0.6, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut), {Size = Vector3.new(.01, .01, .01)}):Play()
					TS:Create(hoof, TweenInfo.new(0.6, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut), {Size = Vector3.new(.01, .01, .01), CFrame = part.CFrame * CFrame.new(0, part.Size.Y / 2 - part.Size.Y / 2.1, 0)}):Play()

					task.delay(0.6, function()
						partCache:ReturnPart(part)
						partCache:ReturnPart(hoof)
					end)
				end)
			end
		end
	end

	local function InnerRocksLoop()
		for i = 1, MaxRocks do
			local cf = CFrame.new(Pos)
			local newCF = cf * CFrame.fromEulerAnglesXYZ(0, math.rad(angle), 0) * CFrame.new(Distance / 2 + Distance / 10, 10, 0)
			local ray = workspace:Raycast(newCF.Position, Vector3.new(0, -20, 0), params)
			angle += otherAngle
			if ray then
				local part = partCache:GetPart()
				local hoof = partCache:GetPart()

				part.CFrame = CFrame.new(ray.Position - Vector3.new(0, size.Y * 0.4, 0), Pos) * CFrame.fromEulerAnglesXYZ(random:NextNumber(-1, -0.3), random:NextNumber(-0.15, 0.15), random:NextNumber(-.15, .15))
				hoof.CFrame = part.CFrame * CFrame.new(0, part.Size.Y / 2 - hoof.Size.Y / 2.1, 0)
				SpawnRockAnimation(part, hoof)

				part.Parent = cacheFolder
				hoof.Parent = cacheFolder

				part.Material = ray.Instance.Material
				hoof.Material = ray.Instance.Material
				part.BrickColor = ray.Instance.BrickColor
				hoof.BrickColor = ray.Instance.BrickColor

				part.Anchored = true
				part.CanTouch = false
				part.CanCollide = false
				hoof.Anchored = true
				hoof.CanTouch = false
				hoof.CanCollide = false

				if Ice then
					part.Material = Enum.Material.Ice
					hoof.Material = Enum.Material.Sand
					part.BrickColor = BrickColor.new("Pastel light blue")
					hoof.BrickColor = BrickColor.new("Lily white")
				end

				task.delay(despawnTime, function()
					TS:Create(part, TweenInfo.new(0.6, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut), {Size = Vector3.new(.01, .01, .01)}):Play()
					TS:Create(hoof, TweenInfo.new(0.6, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut), {Size = Vector3.new(.01, .01, .01), CFrame = part.CFrame * CFrame.new(0, part.Size.Y / 2 - part.Size.Y / 2.1, 0)}):Play()

					task.delay(0.6, function()
						partCache:ReturnPart(part)
						partCache:ReturnPart(hoof)
					end)
				end)
			end
		end
	end
	InnerRocksLoop()
	OuterRocksLoop()
end

return Rocks