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 Dec 26, 2013@sakura_blades
Question, do the mobs spawned from InfernalMobs always have a set amount of HP per mob(EX: Does an Infernal Spider always have 100hp or does it have a range of HP that it can have? Like 100-300?)
To your second question, yes, you can use specific items in that way. Though OtherDrops has no control over furnaces like that, use CraftBook or RecipeManager for custom furnace/crafting recipes.
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Posted Dec 25, 2013@CommodoreAlpha
You happen to be running a Dev Build of OtherDrops? Cause those are down and I only have access to the latest "install" from BukkitDev :\ So that may or may not be a Co issue there?
--EDIT
I'm having some trouble getting Infernal's to drop their special items I've set up... Below is a snippit of how I have it set up... (They're dropping for me if I spawn them in with the plugin's command, but I have reports from a player helping me test that nothing is ever dropping off 'spawned' versions.)
I also have a question...
I understand I can create custom lored items, that would essentially make them "new items" in a sense. Is it possible to make these items interact differently when used in a furnace [IE: Produce another lored item] or be able to used on a specific block to turn it into another item instead?
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Posted Dec 25, 2013@sakura_blades
Locking the display names is not possible but that should be an easy request to fulfill for Zarius once he's back.
Naturally isn't possible, you can have OtherDrops add or replace spawns with new ones (so whenever a zombie pigman would normally spawn have it spawn a spider INSTEAD or in ADDITION to the zombie pigman.)
Looking at InfernalMobs it does the same thing though so this shouldn't be noticeable. Upon spawning an InfernalMob it simply replaces the mob that would have spawned with the new one.
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Posted Dec 25, 2013"4 new comments were made while you were working on your own..." You guys are fast. I'll post what I have anyway, then add onto it.
@Faldonboy
I thought the "custom" spawnreason only works when a "3rd party" (e.g. a plugin) spawns the actual, vanilla mob itself, rather than its own "instance" of it. I'm pretty sure that Infernal Mobs would have to spawn its own instance of a vanilla mob to add effects beyond that of just potions/attributes. Or at least that would be the easiest way I can imagine, with my lack of knowledge in code.
I've should've suggested the idea that the developer could be using multiple colour codes... but I never suggested sakura_blades to ask the developer because, well, that just seems like really bad design. Sakura_blades also already tried using underscore, but that didn't work either.
@sakura_blades
In case you didn't read the above portion of my comment, you could try specifying the spawn reason as "CUSTOM" - and if that doesn't work, try asking the developer for how he formats the infernal mobs' names. On a side note, if you're not allowed to change names within that plugin, that would be a really
niceessential feature to have...On your "economy" issue, I've heard one other person bring up a similar issue before concerning OtherDrops connecting to economy and CoreProtect. I've no answers or solutions for that issue, as it's up to the developer to decide. I do have a question though: Why Essentials Economy? Why not another economy system? (To be fair though, I have an extremely heavy bias against Essentials.)
To answer your most recent question about spawning naturally in the nether, the answer is yes with a drawback. You can make it so that when a mob naturally spawns, there's a percent chance of having it spawn a different mob instead - the result is less of one mob, more of another.
If you want ultrafine control over mobs, try taking a look at MobManager.
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Posted Dec 25, 2013@Faldonboy
What about locking the Display Names to visible? Is that possible?
Also, is there a way to get other mobs to spawn "naturally" in the nether?
Say we made a custom spider we wanted to spawn in the nether.
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Posted Dec 25, 2013@sakura_blades
Being on SQL shouldn't make a difference, I don't use it for CoreProtect personally. Unfortunately OtherDrops cannot mimic the particle effects on mobs, it can only do that for players.
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Posted Dec 25, 2013@Faldonboy
We were literally just thinking that and I'm already under testing to create our own instead.
I do wonder however about adding particle effects to mobs? Infernal Mobs put the spawner particle on it's mobs and I'd love to be able to do that to ours as well...
We are using CoreProtect 2.0.8 as well >.>
Though our Co is hooked into MySQL and we have had some issues with it on the MySQL it seems. Though I don't think that would matter much.
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Posted Dec 25, 2013@sakura_blades
What version of CoreProtect are you using? I just tried CoreProtect 2.0.8, OtherDrops 2.8b.580, and Essentials Pre2.12.1.2 and had no errors come up.
Just took a look at InfernalMobs. Almost every aspect of that plugin can be re-created in OtherDrops, the powers would be a bit harder to accomplish(some would be impossible) but you could probably just use OtherDrops if you're just looking for random mini bosses to spawn in the world.
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Posted Dec 25, 2013@Faldonboy
I have CoreProtect + Essentials + OtherDrops = No Eco in OtherDrops
I have Essentials + OtherDrops = Eco
I have (the eco you use) + OtherDrops = Eco
Conclusion I have: Coreprotect is blocking the Eco hook with Essentials to OtherDrops?
Also..
I tried using &7Infernal_Spider (the names appear light grey) and that didn't work :\ I requested the Infernal Dev add an API hook or something though. I do hope he will, I am afraid he doesn't give much option through his plugin other than super mobs.
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Posted Dec 25, 2013@sakura_blades
There must be more to it than that. I also use CoreProtect and have no issues with economy(Again though I use SDFEconomy not Essentials)
@CommodoreAlpha
OtherDrops should still be able to see the mobs spawned from InfernalMobs, no matter what(unless they are using a strange hackish method) the mobs spawned from InfernalMobs will still be spawned with the spawn-reason "Custom" and if that's the case they will work with OtherDrops.
If they aren't working when you try and change their drops by using the names assigned by InfernalMobs then they might be using a weird naming structure(something like &a&0&4&bInfernal Spider which would show up in the world as &bInfernal Spider but would still require those other formatting tags to be valid)
----On a side note to both of you though, if the mob has a space in the name then OtherDrops cannot use it in a configuration heading.
This can be a problem if InfernalMobs doesn't allow you to change the name of the mobs it spawns though.
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Posted Dec 25, 2013@CommodoreAlpha
Oh no worries, I am glad that you're taking the time to try to explain it all to me and I'm doing my absolute best to try to understand what's going on.
But, on the upside, from your post.. I think I can stop freaking out why I can't get it to read the Infernal Mobs properly. xD I've been at that all day! >.<;
Also, I recall seeing something about CoreProtect being adjusted or something?
Cause that seems to be my problem, and I'd really hate to have to switch to another plugin instead of it.
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Posted Dec 25, 2013@sakura_blades
I probably should have looked at Infernal Mobs before answering your questions. This whole time, I thought the plugin was spawning normal mobs, but modifying them in certain ways, a bit like this one does.
Judging from a glance at the main page, I'd say it's handling mobs differently by using its own code to modify some of their intrinsic properties. Don't take my word for it, for I have no knowledge of coding. Despite this, I wish that developer would offer a link to his source code (because of the plugin's license) so that I can get a clearer picture. Let me demonstrate my thoughts in a clearer manner though, and show why handling mobs differently leads to this kind of conflict.
OtherDrops most likely uses this logic:
Whereas Infernal Mobs might be doing something like this:
The issue is that with this kind of logic, it's not really spawning a "SPIDER", but rather, it's spawning it's own type of spider. Think of it like Infernal Mobs spawning "Spider-Custom" and OtherDrops reading only for "Spider-Bukkit". One is handled by Bukkit, the other is handled in a custom manner by the plugin.
If my conjecture is true and actually made sense, one thing's for certain, and it's that you're going to need to bug the developer to make an API for this plugin to hook into. There really is no other easier method for this without compromising something else or adding unnecessary features/complications.
Yeah, sorry if my posts are too wordy. Make a ticket for a feature request if you please, as I presume Zarius and many others are busy with the holidays.
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Posted Dec 25, 2013@CommodoreAlpha
I haven't tested another eco plugin, no... I guess I could though on my test server.
As for the custom name, it doesn't seem to be picking up the Infernal Mobs off that plugin, I have tried the names all caps, not all caps (just the way they look in-game), with underscore for space, no underscore/space at all..
They just don't seem to be registering.
EDIT
So I decided to take a risk, and being as my server was empty at the moment I just did it there...
It's Coreprotect... Remove that and it spits no errors of not finding vault or economy. Put it in, and errors... :\
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Posted Dec 25, 2013@sakura_blades
I'm very unfamiliar with editing mobs via OtherDrops, but a few pages back, Faldonboy had an example of creating a named mob and editing drops for the named variant only. I'll paste it right here; see if you can get this to work.
Have you considered using another economy plugin, just to see what would happen? If OtherDrops cannot read any other economy plugin (for MC 1.7.2), then clearly something about OtherDrops broke, likely due to big differences between 1.6 and 1.7. If it's only Essentials Economy that it can't read, then it's just something that needs to be patched.
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Posted Dec 25, 2013@CommodoreAlpha
Thank you so much for your help! You've been wonderful and I couldn't appreciate it more!
I knew there was more reason to get excited about a plugin that can nearly do it all. ;P
I have a lot to go over and learn about OtherDrops today and I cannot wait to get started! :D I will have to keep in mind the drop groups when I'm setting up any custom drops things, they look like they've make things a lot easier to read and edit later on.
Though far as the single configuration file, my reasoning for atleast wanting two, is I have a co-owner who's never had a server before and is brand new to this sort of thing. So, he's kind of in charge of my cash economy as I am terrible with le-math. xD So atleast a configuration for just the money drop and one for everything else seems best in our case? If I find it to be an issue, I will combine the two files I think to reduce any problems it may cause.
Again, thank you guys SO much for your help and being so quick to answer my questions! It's really appreciated! I'm installing the updated Dev of Vault now and hoping that we can do away with our old Cash Payout system in a few minutes. ;P
EDIT I'm afraid installing the new Vault Dev to my server alongside the new Essentials from this morning, OtherDrops is still not reading them. I had opened a ticket with the error(s) that came up in console when attempting to get OD to handle the payouts of my mobs. The Ticket can be found at https://github.com/Zarius/Bukkit-OtherBlocks/issues/301, as I'd really hate to clutter up the comments with my bug issues :P Keep things tidy and neat and all. ^.^
EDIT 2
How would I specify a mob name/name on nameplate?
I cannot seem to get the Infernals to read properly? I saw somewhere someone had created CHICKENTurkey and assumed that the ~ meant it was a custom display name or something? But it doesn't seem to be working for me. D:
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Posted Dec 25, 2013@sakura_blades
I believe the main developer of Vault is Sleaker, and he runs a server called "HeroCraft", so it comes as no surprise their continuous integration server has the dev builds for Vault. A quick Google search confirmed this for me, so here ya go: http://ci.herocraftonline.com/job/Vault/
As always, a dev build is a dev build, so use it at your own risk. But of course you're going to use it anyhow, as that's the whole point of your inquiry.
On a side-note, I finally get to meet another server admin who enforces anti-laziness. I admire that trait. Also, I'd go with the suggestion to use one configuration file instead of three, as that would not only reduce redundancy, but would actually make things easier to edit because you don't have to sift through three files at once. And as @Faldonboy suggested, drop groups are a wonderful feature... Which I've somehow completely forgot to use in my own configurations.
EDIT: On an important note, if you're going to use mob names to distinguish infernal mobs from regular mobs, make sure the developer of infernal mobs supports mob naming. Because he may use something like "Infernal Spider", and if you use "§rInfernal Spider", OtherDrops might see the two as different. I don't use Infernal Mobs, but I can tell it's probably like EpicBoss, and any good "mob-adding" plugin should support mob naming.
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Posted Dec 25, 2013@Faldonboy
I guess I wasn't running 1.7.2 versions of either, but I cannot seem to find a Dev Build for Vault and it is not quite 1.7.2 just yet..
I'm afraid that OtherDrops still isn't connecting with my updated Essentials Dev Build. I also have no idea where else to look for a Vault Dev, there doesn't seem to be a link anywhere on the Vault page for them.
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Posted Dec 25, 2013@sakura_blades
Are you using the dev versions for both of them(actual 1.7.2 builds)? If not update to those, I use SDFEconomy and am not having that problem it is known to happen with new MC versions though. Most likely its your vault version or essentials made a change(or is outdated).
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Posted Dec 25, 2013I am having a severe problem.. :\
I have both Vault and Essentials Eco on my server, but OtherDrops isn't reading either Vault or Essentials, I am unsure which...
I am using the latest available Vault and Essentials on a 1.7.2 CraftBukkit server. (Beta build)
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Posted Dec 25, 2013@CommodoreAlpha
If the pages you want to remove are completely out dated or have no useful information left on them then by all means replace them/remove them. Just make sure to place the contents of the page elsewhere if that information can't be found anywhere else.
@sakura_blades
Yes you can have multiple configurations like that, though I'm fairly certain from a performance standpoint it would be better to combine them into one. I know it can get a bit messy having a ton of different "sections" for each mob but drop groups can come in handy for neatening the configurations up.