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 Aug 19, 2013@Shraven420
I somehow wouldn't be surprised if all of us made some kind of trivial error and didn't notice it.
Anyway, does this issue apply only to blazes, or does it also apply to other mobs? You might also want to make sure you turn the "loot_overrides_default" option to "true" to see if that'll work.
If you can also prove (or suggest) that this is indeed a bug, this might be worth posting a ticket for.
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Posted Aug 19, 2013@CommodoreAlpha I tried all your suggestions and just about every combination I could think of. Nothing seems to works. I dont know why it wont work. I think im just going to give up.
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Posted Aug 19, 2013@Shraven420
I'm not quite sure why you need a "trigger: ALL" parameter specified. Or if that trigger even exists. Or if it makes sense to use it. Anyway...
When you tested your configuration in your first comment, there were a few issues I could already see. First off, you specified "chance" as a separate parameter, meaning there was a 15% chance nothing would drop in your case. Second off, drowning a blaze is really hard to do, because blazes take damage from contact with water. I'm not sure what kind of reason "death by water contact" falls under, but I doubt it falls under "drowning".
Remember to make sure your configuration is formatted correctly. Try any of these examples to see if it will fix your problem:
(I already know @semirotta suggested this, but I'm just restating it in a cleaner format.)
(Yes, I know "DAMAGE_WATER" is listed as only applicable to blocks, but it won't hurt to try. Who knows, it could actually work.)
If none of those work, I don't know what will. The fact that you couldn't get it to work with the configuration you listed was somewhat odd.
@SImplyMegan
Here's an example that should work:
Do know that glass panes won't receive the same protection; only glass blocks.
You can create your own "drops" file, titled whatever you want (with the .yml extension of course), under the "drops" folder, found inside the OtherDrops folder. Once you do that, you can put whatever snippets of configuration you want into that file. To have that file read by the plugin, you need to specify that within the config.yml, I believe. Either way, the instructions should be pretty clear (both on this page, and within the files) on how to get the plugin to read your files.
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Posted Aug 19, 2013@semirotta I tried both of your suggestions neither one is working.
BLAZE: - trigger: ALL tool: ANY_DAMAGE drop: [BLAZE_ROD/1-2/85%]
and
BLAZE: - tool: ANY_DAMAGE drop: [BLAZE_ROD/1-2/85%]
:( Anyone else have any idea why its not working.
1.9pre5 As of Beta 1.9 Pre-release 5, Blazes only drop a Blaze Rod when killed by the player.
stupid change only mob that doesnt work for auto farming...
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Posted Aug 19, 2013I need some help.
On my server I am making a world that has Survival Domes, such as in the show/book "Under The Dome"
How can I make it to where players are unable to break glass blocks in THAT world only?
And what file do I put the code in also?
Thanks!
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Posted Aug 19, 2013@Shraven420
Doesn't blaze drop blaze rods by default already when ever they die? wtf..
If not try this:
BLAZE:
- trigger: ALL
tool: ANY_DAMAGE
drop: [BLAZE_ROD/1-2/85%]
or
BLAZE:
- tool: ANY_DAMAGE
drop: [BLAZE_ROD/1-2/85%]
if they are not working then i dont honestly know. In the first one: trigger is ALL and tool is ANY_DAMAGE, meaning that anything that triggers an death for this creature, it should drop 1-2 blaze rods 85% chance.
Second one is the same without trigger (not sure if it requires the trigger)
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Posted Aug 18, 2013What is the damage source/"tool" for things like the skills in Heroes?
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Posted Aug 18, 2013Can someone help me configure otherdrops to make blaze drop rods from non player deaths? Like drowning, suffocation, potion shot out of a dispenser... This is what I have but it doesnt work
otherdrops: BLAZE: - tool: [ANY, EXPLOSION_TNT, ANY_PROJECTILE, ANY_DAMAGE] drop: BLAZE_ROD quantity: 1-2 chance: 85
I have also tried
otherdrops: BLAZE: - tool: DAMAGE_DROWNING drop: BLAZE_ROD quantity: 1-2 chance: 85
and tried drowning the blaze this doesnt work either
i also tried
otherdrops: BLAZE: - tool: DAMAGE_SUFFOCATION drop: BLAZE_ROD quantity: 1-2 chance: 85
and killing them with solid blocks doesnt work either
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Posted Aug 18, 2013@semirotta
Yes, the dev site is working again.
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Posted Aug 17, 2013@Faldonboy
Is the dev on Otherdrops finally working?!
Is this correct:
otherblocks:
ANY_CREATURE:
- &environDropNothing
EDIT:
I also have this to prevent wither spawning in normal overworld:
- trigger: mobspawn
drop: sheep@baby
world: world
message: "&2Baa!"
Only issue is: When the wither gets summoned, it leaves the "shape" (soulsands and heads) but spawns the sheep inside the soulsand and it starts to suffocate. Is there a way to "destroy" the tools used in crafting wither spawn statue when the last part of it is placed?
EDIT2:
What does this mean
http://pastebin.com/m9fqKkYy
It spams this to my console all the time
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Posted Aug 16, 2013@DoubleZ
For your first issue, I'm not sure why that would happen. But you could always manually specify the carrots to drop, like so:
For your second issue, canceling the "slime splits into smaller slimes" mechanic isn't possible the way you're approaching it. The way it works is that when the slime dies, it doesn't "drop" smaller slimes, but rather it spawns in smaller slimes in its place. You're trying to cancel that event as if it were a drop, but it's not a drop event, ergo it doesn't work.
You'll probably instead need to cancel it as a "MOBSPAWN" event under the spawn reason: "SLIME_SPLIT". I don't know if OtherDrops supports the spawn reasons that Bukkit supports, or if it's possible for OtherDrops to cancel specific events with specific reasons. If OtherDrops cannot support canceling specific events, then the result you want will not be currently possible. I'm not sure if specifying the drop as "DENY" instead of "NOTHING" will work either. Again, someone more knowledgeable (pokes @Faldonboy) will be of more help than me.
And the CI server works fine for me, though it loads somewhat slowly. Maybe you were visiting the page while it was lagging.
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Posted Aug 16, 2013@semirotta
Core protect and OtherDrops run fine, I get no errors and never have. Update CoreProtect and Otherdrops(to the latest dev build) and if it doesn't work then its a bug with OtherDrops.
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Posted Aug 16, 2013Hi, I download b573 and found 2 issues:
I have this config:
xp_overrides_default: true
loot_overrides_default: false
1st issue, I have this:
CARROT@7:
- tool: ANY_ITEM
drop: XP/1
the result is the carrot@7 only drops xp without other carrots.
2nd issue, I have this:
SLIME@BIG:
- tool: DAMAGE_BURN
drop: NOTHING
- tool: DAMAGE_BURN
drop: STAINED_CLAY
chance: 100
quantity: 1
the result is slime@big drops one STAINED_CLAY and still drops several slime@tiny.
Another question, does the dev build page closed?
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Posted Aug 16, 2013@Mal2ksc
Coreprotect is not working with Otherdrops.
Coreprotect is not heavy, its really light weight compared to other log plugins. Remove Coreprotect and it works
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Posted Aug 16, 2013@semirotta
Yes I run CoreProtect, but this didn't happen when I started using OtherDrops (and I've run CoreProtect for over a year). Something changed, and I was wondering if it was some particular feature I'm trying to use. CoreProtect is staying -- it's "heavy" but when I do need to undo griefing or even just creeper damage, it works quite well.
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Posted Aug 16, 2013@Mal2ksc
pastebin.com
It fails to load one or more optional dependencies, do you use coreprotect? that causes this to happen. Worldedit and guard should work fine. Logblock should work fine.
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Posted Aug 16, 2013I am now getting this error every time I start the server or reload OtherDrops. Some aspects of OD seem to work, and others are acting as if they didn't exist.
2013-08-16 00:07:36 [INFO] [OtherDrops:2.8b.573] Failed to load one or more optional dependencies - continuing OtherDrops startup.
2013-08-16 00:07:36 [SEVERE] java.lang.NumberFormatException multiple points
2013-08-16 00:07:36 [SEVERE] at sun.misc.FloatingDecimal.readJavaFormatString(Unknown Source)
2013-08-16 00:07:36 [SEVERE] at java.lang.Double.parseDouble(Unknown Source)
2013-08-16 00:07:36 [SEVERE] at com.gmail.zariust.otherdrops.Dependencies.loadCoreProtect(Dependencies.java:168)
2013-08-16 00:07:36 [SEVERE] at com.gmail.zariust.otherdrops.Dependencies.init(Dependencies.java:100)
2013-08-16 00:07:36 [SEVERE] at com.gmail.zariust.otherdrops.OtherDropsConfig.load(OtherDropsConfig.java:300)
2013-08-16 00:07:36 [SEVERE] at com.gmail.zariust.otherdrops.OtherDropsCommand.cmdReload(OtherDropsCommand.java:432)
2013-08-16 00:07:36 [SEVERE] at com.gmail.zariust.otherdrops.OtherDropsCommand.onCommand(OtherDropsCommand.java:156)
2013-08-16 00:07:36 [SEVERE] at org.bukkit.command.PluginCommand.execute(PluginCommand.java:44)
2013-08-16 00:07:36 [SEVERE] at org.bukkit.command.SimpleCommandMap.dispatch(SimpleCommandMap.java:192)
2013-08-16 00:07:36 [SEVERE] at org.bukkit.craftbukkit.v1_6_R2.CraftServer.dispatchCommand(CraftServer.java:527)
2013-08-16 00:07:36 [SEVERE] at me.escortkeel.remotebukkit.plugin.ConnectionHandler$1.run(ConnectionHandler.java:99)
2013-08-16 00:07:36 [SEVERE] at org.bukkit.craftbukkit.v1_6_R2.scheduler.CraftTask.run(CraftTask.java:67)
2013-08-16 00:07:36 [SEVERE] at org.bukkit.craftbukkit.v1_6_R2.scheduler.CraftScheduler.mainThreadHeartbeat(CraftScheduler.java:345)
2013-08-16 00:07:36 [SEVERE] at net.minecraft.server.v1_6_R2.MinecraftServer.t(MinecraftServer.java:518)
2013-08-16 00:07:36 [SEVERE] at net.minecraft.server.v1_6_R2.DedicatedServer.t(DedicatedServer.java:239)
2013-08-16 00:07:36 [SEVERE] at net.minecraft.server.v1_6_R2.MinecraftServer.s(MinecraftServer.java:481)
2013-08-16 00:07:36 [SEVERE] at net.minecraft.server.v1_6_R2.MinecraftServer.run(MinecraftServer.java:413)
2013-08-16 00:07:36 [SEVERE] at net.minecraft.server.v1_6_R2.ThreadServerApplication.run(SourceFile:582)
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Posted Aug 14, 2013Using Essentials commands did occur to me, I just wanted some physical token to drop, representing what they earned. No big deal with experience, but I want the player to know they got a drop too. I guess I'll have to add a message or a lightning bolt or something. I already use lightning bolts (with a small radius for the sound) to announce when a giant drops a potion so the player knows to go looking for it.
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Posted Aug 14, 2013@Mal2ksc
1. Not directly, you can set mobs to just not drop anything and then easily re-add the drops you do want.
2. That isn't part of OtherDrops but by using another plugin such as Essentials you can make it so commands are run when a player kills a mob and you can use that to run /give or /exp commands to give items and experience directly to the player.
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Posted Aug 14, 2013Also is there a way to drop items and experience directly on the player, rather than where a mob dies? I'd like to implement a sniper bonus for taking down a monster from over some distance (not yet determined, probably in the 40+ meter range) and part of that would be not having to run out and collect the drops. The range detection seems to work well enough, and I already have some drops that only occur when a mob is killed at melee distance and others that only occur outside melee distance.
Also, the BloodMoon plug-in is able to control the chances of mob armor and weapons dropping, if that helps you any in figuring out how it's done.