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 Mar 23, 2013Hey Zarius! Can we make it so 2 zombies with different names drop different stuff? Like:
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Posted Mar 23, 2013@ZariusT
Here: http://pastebin.com/KGMF9RWp
What do you add in here so that the dropped skeleton will drop the hoe that has a lorename when he dies?
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Posted Mar 22, 2013@TjustinD
You can select a standard mob this way:
Not sure what you mean by special mob.
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Posted Mar 22, 2013How do you make a special mob drop an item with lore?
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Posted Mar 22, 2013@Siphonex
Unfortunately not... OtherDrops supported MoneyDrop and relied on it to perform that. Has moneydrop been discontinued?
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Posted Mar 22, 2013I'm looking to switch from Moneydrop. Would there be a way to make it so when dropped 1 gold piece would be equal to 1 currency?
thanks
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Posted Mar 22, 2013@ZariusT
I've filed a few more issues on github (under "somaticstudios"). The random location parameter is particularly important, as it's odd (and sometimes really dangerous) to have mobs spawn right where you or where another mob dies.
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Posted Mar 22, 2013@Sabbykat
Thanks for that - will reply there.
@ronfkingswanson
Thanks for the compliment - I try to keep the bugs at bay :) The effects parameter did work for me but with a little experimenting I found that it had become case sensitive (ie. SMOKE worked but smoke didn't). I've taken this one step further and used the same "fuzzy" matching I use elsewhere so spaces, underscores and dashes don't matter (ie. BOW-FIRE, bow fire and bowfire all match the Bukkit BOW_FIRE effect).
Fixed the RECORD_PLAY issue so if you don't give it a record it just picks one at random. Thanks for picking that up.
I also noticed I haven't added the new records and fixed that too.
All these fixes are in the latest dev build (#40) see link here.
Not sure about the sounds pitch issue - working fine for me here, can you show me an example of the config you were trying?
@Elektroktay
The dev builds are here. Mob names are supported currently via creating a named spawnegg. Haven't added direct naming of mobs yet.
@Hangar
That's a good idea, I'll think about it :)
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Posted Mar 21, 2013Any way we can get a PlayerBucketFillEvent trigger added so we can give a chance for someone to scoop up a fish with a freshly-filled water bucket?
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Posted Mar 21, 2013Hey Zarius! Is there a dev build containing some or all of 1.5 features like mobs with names? Can you post a link? Thanks! :D
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Posted Mar 21, 2013@ZariusT
Honestly, I'm baffled at how bug-free it is for such a ridiculously complex plugin...
I am noticing, however, that the "effects:" parameter doesn't seem to be working at all for any of the visual effects (sounds work).
The new "sounds:" parameter is working great, which takes care of some of them (aside from the "pitch" variable not working as advertised - if you put any value for pitch, the sound gets played really high, doesn't matter what value).
What I would like to see is the visual effects working - it particular potion particle effects and even redstone particles - so i could spray red particles upon PVP hits ;-)
btw - RECORD_PLAY effect throws a console error if you don't specify which record...
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Posted Mar 21, 2013@Zarius:
if you would like assistance with the mod-mob testing, I would be very glad to help test that new code (when you get to it) on our server. I pretty much need to get such functions working (and I prefer if it's otherdrops that can do it, as I love the mod and it's sheer 'power' in what it can do!), and with our server being in an 'alpha' state - risking our world, and messing things up is a daily fact for players helping us.
So yes! I'll send ya a pm and talk about this more in detail there. :)
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Posted Mar 21, 2013@ronfkingswanson
Thanks - glad you like it :) If you encounter any issues or need help working out a particular config just let me know.
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Posted Mar 21, 2013HOLY $@#%...
seriously, I cannot begin to describe how powerful this is. Thank you!
Working on the next iteration of our custom-generated apocalypse server, and this plugin makes some mind-boggling gameplay customization possible.
[slowclap]
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Posted Mar 20, 2013@elyssah
The only thing I can think of is to use action: MOBSPAWN and have multiple delay timers that have a chance of dropping those things. OtherDrops needs some sort of event to activate a drop. Can't think of any other event to do that. If you want to get really creative you could do extra timers for Desert for decaying faster in heat, or even other biomes/light-levels/heights.
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Posted Mar 20, 2013@ZariusT
Actually, I wasn't going to do it 100%, only 5%, to make the players have to wade through about 2-3 of them during the course of the encounter.
You REALLY made my day, Zarius.
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Posted Mar 20, 2013@elyssah
Not within OtherDrops but that's an interesting idea for OtherMobs - I'll add it to the OtherMobs todo list.
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Posted Mar 20, 2013Is it possible to alter the items that a mob can drop in the same way a chicken drops eggs?
Examples : Zombies could occasionally drop a piece of rotten flesh (they fall apart). Skeletons could randomly drop a bone. Chickens could drop feathers in addition to eggs.
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Posted Mar 19, 2013@Sabbykat
Howdy Sabbykat - glad you're liking the updates :) Yeah, there's a lot of documentation to go through so I don't mind the questions. Unfortuantely mod creatures aren't yet supported although I do plan to add this. However I need to spend some time to set up a new test environment and learn how to interact with the custom mobs - probably after the next release gets done.
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Posted Mar 19, 2013@sicariusdracus
@Qcbob - OtherDrops should also be able to drop the EnderCrystal entity (which looks like a block) the same as /spawnmob does. You should be able to spawn/drop any entity (other than a LivingEntity which are the normal mobs) by prefixing entity_ - eg. drop: entity_primedtnt, entity_arrow, etc. Not sure how the game reacts to them all though (eg. entity_falling_block crashed for me and I've no idea what entity_weather would do).
@sicariusdracus:
Try:
Keep in mind this will drop an ender crystal (I don't know if they're affected by gravity - I don't think so) each and every time a player hits it with a sword. I'm thinking about adding cooldowns later which might be useful here.