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 Apr 2, 2013@donsavage1
Yes, that should work fine - let me know if there's any issues.
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Posted Apr 2, 2013Is there a way to use numbers for the data values? Such as 35:14 would be 35@14 instead of WOOL@RED? If so this should allow me to use custom spout items as drops...
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Posted Apr 2, 2013@TjustinD
Not yet unfortunately, aliases are planned though (for both mobs and items/blocks), just got limited time.
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Posted Apr 2, 2013Zarius, is there a way to make a custom group of mobs?
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Posted Apr 2, 2013@gepardo43
Hmm... seems to work ok for me but potioneffect should be:
Also, perhaps just test it without world, region and spawnedby parameters and use some other plugin to spawn a few zombies (do this on a test server though - otherwise you'll get a lot of super zombies :D)
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Posted Apr 2, 2013@ZariusT Hmm, whats now wrong with this setup? I use this to spawn overpowered zombies and it was working on beta 334 but after update to 459 zombies are not spawning :(
Thanks
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Posted Apr 2, 2013@Abnormal_Zombie
Oh, ok, thanks
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Posted Apr 2, 2013@Q2Lummox
I don't know that that will work properly - you'll probably need to put square brackets around the drop to make it a proper list - see below:
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Posted Apr 2, 2013@ursak
I try to keep them as backwards compatible as I can - should even run on Bukkit from about year ago. Just that features that are new to particular versions of Bukkit (eg. the new custom named mobs in 1.5) wont work in older versions.
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Posted Apr 2, 2013As an owner of a modded server running 1.4.7 I wonder if the newer versions will brake on 1.4.7 or are they backwards comp.?
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Posted Apr 1, 2013@TjustinD
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Posted Apr 1, 2013@Abnormal_Zombie
May you please give me an example?
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Posted Apr 1, 2013As I can do to make to kill a cow, this drop a variable amount of skins and meat?
I tested with:
otherdrops:
COW:
drop: LEATHER/1-10, RAW_BEEF/1-10
message: "Muuuuu!"
But it does not work, gives the skin and meat by default, and the message does not appear.
EDIT: Solved!:
COW:
- drop: LEATHER/1-10, RAW_BEEF/1-10
message: "Muuuuu!"
I needed a dash.
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Posted Apr 1, 2013@LanToaster
not yet I think
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Posted Apr 1, 2013As Mobs are able to be Named, can you specify Loot for Special Named Mobs?
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Posted Apr 1, 2013@TjustinD
It's best to make a configuration for every mob, then you can sort then into different categories with dividers like "#
--------------" for example. That way, if you want one non-undead creature to have some other drop that no others would, you could do that.-
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Posted Apr 1, 2013Is PLAYER_RESPAWN working for anybody at the moment? I got PLAYER_JOIN to work, but not this one...
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Posted Mar 31, 2013How do we make a drop happen to every creature except the undead? like: ANY_CREATURE@-CREATURE_UNDEAD: - drop: SKULL_ITEM
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Posted Mar 31, 2013@Abnormal_Zombie
Odd, can you send me a copy of your mobs.yml file?
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Posted Mar 31, 2013@ZarusT
I developed a work around on the issue. Becuase whenever a mob would be hit, the item would fail to repair - i used this:
ANY_BLOCK: - tool: [ANY_TOOL, -ANY_SWORD] fixtool: 1 drop: DENY - tool: [ANY, -ANY_TOOL, ANY_SWORD, AIR] drop: DENY
Given that swords aren't guns. What it does is it denies breaking blocks with a gun, but still repairs it.