OtherDrops

Make anything drop anything, anyhow!
Minecraft 1.7 features (click)!!
OtherDrops allows you to add anything from a simple "glass drops glass" or mob rewards, to a complex overhaul of your servers drops with drops differing depending on tools, biome, time, weather and much more, along with custom messages, actions and commands.
OtherDrops is lightweight* (it only acts on what you configure) and respects most protection plugins (eg. WorldGuard, Regios) settings. Many examples are included that you can enable and/or customize as you wish.
Getting Started (tutorials)
- Install & setup first custom drops
- Customising mob & block drops
- Customising money & XP rewards
- Customising fishing rewards
- Customising mob spawns
Core Features
- Drop anything!* (*from Bukkit - if it doesn't, let me know)
- Use triggers such as block break, combat, fishing & more
- Conditions to fine-tune your drops such as tool, world, regions, weather, permissions & more
- Add actions including damage, healing, messages, potion effects & more
- Easy syntax allows you to quickly customize drops & rewards for your server
- Future Support
- Where-ever possible the official Bukkit lists are used so OtherDrops supports all current and future:
- blocks, items, mobs, enchantments, potion effects, biomes,
- spawn reasons, tree, villager professions, cat & skeleton types
- Support for special item data:
- Custom names & lore text
- Enchanted weapons & armour (or add random enchantments)
- Enchant anything with unlimited levels (dirt with level 30 damage?)
- Enchanted books with any enchantment
- Written books (wtih custom title/author/pages)
- Leather armour colors
- Custom fireworks colors
- Skull types & custom player heads
- Support for special mob data:
- Custom names, HP (health) & equipment for any mob
- Baby animals (all "Ageable" mobs - chicken, cow, pig, zombie etc)
- Tame wolves (including collar color) or cats (& different cat types)
- Sheep colors (and sheared/unsheared)
- Villager professions, villager zombies, powered creepers & agressive level for pig-zombies
- Wither skeletons, Slime & lava-slimes of any size
- Economy support (via Vault)
- Support for all major economy plugins (see Vault project page)
- Players can gain, lose or steal money based on fixed amount or percentage
- Compatible with "MoneyDrop" to drop physical money items.
Conditions
- Multi-world support - create separate files to handle each world
- Add super rare drops with chance values down to 0.000000001%
- Specify tools required (or a list of tools eg. [any sword, -diamond sword])
- Lorename, Heroes (class & level) conditions
- Cooldowns
Actions
- Apply actions alongside the drop (or even without a drop)
- Damage tools and/or consume items (eg. use dyes to color wool)
- Damage or heal the victim, player or even the whole world
- Apply potion effects to the victim, player, radius, world or server
- Display custom messages (or a list of messages with one selected at random)
- Create explosions, lightning, visual effects (including particles), sound effects
- Run commands
Ideas
- Give leaves various chances of dropping apples, sticks, cocoa beans, saplings, etc on break and/or leaf decay.
- Make glass, stairs, and boats reclaimable (can be tool-specific if you wish).
- Allow gold and iron to be mined directly into ingots with a golden pickaxe.
- Allow users to right-click on cobblestone with vines in hand to turn the cobblestone mossy.
- Nerf mob traps by disabling drops from environmental damage.
- Unleash the zombie apocalypse by setting zombies to drop zombies when they die! (This can be world-specific.)
- Make mobs that don't normally spawn naturally spawn.
- Make mob spawning, drops, and events biome specific!
Documentation
Dev Builds
Development builds of this project can be acquired at the provided continuous integration server. These builds have not been approved by the BukkitDev staff. Use them at your own risk.
Help Wanted
Would you like to help improve OtherDrops? Here are some ways to get involved:
- Media/art: OtherDrops could really do with some tutorial and example videos.
- Testers: Testers who are able to go through the plugin and rigorously check that things (both existing and new features) work as they should. PM Zarius your Skype (or other IM) details if you're interested or jump on the IRC channel.
- Programming: any assistance is welcomed - see the todo list here for some ideas. Anyone with refactoring and/or automated testing experience that wants to assist would be great.
Thanks
Many thanks to these people who helped with OtherDrops:
- Cyklo: creator of the original OtherBlocks. OtherDrops is a continuation of Cyklo's original OtherBlocks (2011) plugin.
- Celtic Minstrel: many code commits and a major overhaul of the code moving into version 2.0. Moved on to create DropFactory.
- Rofang: major update of OtherDrops documentation.
- RugRats13: lots of testing and some documentation.
- Faldonboy & Steelsouls: currently maintaining and improving the documentation.
- CommodoreAlpha: community support on the comments/forum, assisting with documentation.
Many long nights are spent improving OtherDrops so if you like it please consider a donation to my coffee fund :) 
- OtherDrops uses Metrics for anonymous usage stats (learn more).

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Posted Feb 14, 2013@Faldonboy
Forgot to write: have you seen tthat it's got a new update on the way? :-)
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Posted Feb 14, 2013@ZariusT
Yes! I used to use it before it became badly outdated and many of the enchantments started breaking, my issue with it was also that a lot of the enchantments were very buggy and often had side-effects that hindered the use of them and prevented us from letting non-staff members use them. A lot of the problems/side-effects were plugin conflicts with logging plugins(all of them) WorldGuard and Regios(it didn't obey protections) mcMMO(some of the enchantments allowed for insanely fast experience gain when they shouldn't have), memory leaks in one of the axe skills that would cause any server I ever used it on to crash minutes later, etc. It was great for an occasional reward for some kind of event but letting it loose on a server without restrictions was suicide.
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Posted Feb 14, 2013@Faldonboy
Have you seen EnchantMore?
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Posted Feb 14, 2013@ZariusT
That would be amazing, would add some great possibilities. Someone could even make up their own custom enchanting system if they took the time which could end up being pretty cool now that we can use unsafe enchantments and out-of-bounds enchant levels.
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Posted Feb 14, 2013@Cultist_O
Thank you very much! This works perfectly. I just went ahead and learned to use the Alias feature. It'll probably save some time on all my configs. Didn't realize it was a default YAML feature tlil now, so yay!
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Posted Feb 14, 2013@Akitsaws @Abnormal_Zombie
Abnormal Zombie's correct - Carrots & Potatoes use the same data values as Crops (0-7 with 0 being smallest and 7 being fully grown) - just that levels 4,5,6 (I think) use the same texture.
I can see from the codee though that I haven't added named support (eg @RIPE, etc) for Carrots & Potatoes, will add that for the next build.
@Faldonboy
Yeah, shouldn't be possible but I'll test it anyway. Random enchantment levels should be easy enough (I'd like to add random ench too, eg. DIAMOND_SWORD@!RANDOM#? - ie. random ench with random level from min to max for that enchantment).
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Posted Feb 14, 2013@ZariusT
That is odd, there is no possibility for it? I've confirmed it on my server(running OD 2.8-beta2) and on a server running OD 2.7-beta2.
Also, question/request would it ever be possible to make enchantments random for drops? like:
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Posted Feb 14, 2013@Akitsaws
Carrots are 141, and potatoes are 142. They both have 8 growing stages, so I'm guessing what you want is something along the lines of:
You may have to change the data values, since I'm not entirely sure that 0-6 covers all but the last growth stages.
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Posted Feb 14, 2013so about carrots and potato whats the crop ids for there pre ripe form? its not the same as crops. I want it so unless its fully rip to not drop anything
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Posted Feb 14, 2013@ZariusT
Thanks a bunch! Can't wait to see it :D
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Posted Feb 14, 2013@Steelsouls @Cultist_O
Cultist_O is correct - ANY_PICKAXE doesn't yet support enchantments. I'm working on a way to fix this but it requires a lot of change in the way ANY_.... configs work.
@Faldonboy
Huh? That's odd - shouldn't be a problem because MSIR doesn't use spawnreasons - it just scans the radius you give it for any mob spawners at the time of the entity death so shouldn't matter if someone relogs.
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Posted Feb 14, 2013@Steelsouls Firstly you need an "!" (DIAMOND_PICKAXE@!SILK_TOUCH)
But note that currently (unless I missed a change) ANY_<tool> does not work with enchantments the way you might expect
essentially any pickaxe means any pickaxe, regardless of enchantment, so you've specified any pickaxe except for any pickaxe, and especially not pickaxes with silk touch
to get it to work you will have to use: [ANY_PICKAXE, -DIAMOND_PICKAXE@!SILK_TOUCH, -GOLD_PICKAXE@!SILK_TOUCH, -IRON_PICKAXE@!SILK_TOUCH, -STONE_PICKAXE@!SILK_TOUCH, -WOODEN_PICKAXE@!SILK_TOUCH]
if you intend to use this more than once, I would suggest turning that into an alias
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Posted Feb 14, 2013@ZariusT
The same bug exists with msir and msir.not, found that out about a week ago. It seems for that one though that even if multiple people are near the mob when it spawned then it only loses its spawnreason if the person it targeted first relogged
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Posted Feb 14, 2013Hi all, just wondering if I can get some help with this entry. I thought this should work, but it doesn't give any XP at all. It works perfectly if I take off the enchanted part and the brackets and just use ANY_PICKAXE.
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Posted Feb 14, 2013Howdy all,
You'll see I redecorated the top of this page.
Feature requests and bug requests link to GitHub which will be the preferred issue tracker (easier for me to sort/work with) but I'll keep the Bukkit issue tracker open in case people don't want to setup a GitHub account.
The preferred Support Thread is the Bukkit forums. Again, I'll leave the comments here open but I find the Bukkit forums easier to read and more reliable with alerts.
I've added an IRC channel for those that might want to chat - bear in mind I work + have a wife and two kids so feel free to give me a "prod" on there but if I don't respond I'm probably busy elsewhere.
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Posted Feb 14, 2013@Cultist_O
Had a quick check of the code and yeah, doesn't use offset for replacement yet, will look into it to see if it's possible/not too hard.
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Posted Feb 13, 2013@ZariusT Thanks, I tried the following, but it does not place the block there, only consumes the tool.
If however this was made to work, it would certainly be sufficient for my purposes.
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Posted Feb 13, 2013@Cultist_O
Will think about that. In the meantime you might be able to use replacementblock with a locationoffset, haven't used that for a while though.
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Posted Feb 13, 2013@WayGroovy
No, but I'm considering adding a set of player. conditions - eg. player.level, I can add player.oxygenlevel & player.health
@Faldonboy
I've added lists for the new spawnedby condition, will be in the next build. It's been reported that the spawn reason is removed from mobs if the player logs out/back in though (seems to be if the world has no players it resets the entity metadata?) - will need more testing on that.
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Posted Feb 13, 2013Does, or Can, OD hook into player data such as O2 level, heart level? I'd like to fake it when players are using a tool underwater, an effect happens. As of now, I don't think that water interacts at the minecraft code level, but if you hooked OD into O2 level, it might just fake it.