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 15, 2014Can someone help me, or point me to the best documentation: I really like the "bloodmoon" plugin, but it doesn't work properly with my install.. I'm wondering if I can get the same effect from this plugin.
I know how to alter mobs to be more powerful and have other attributes.. But I want my mob changes to happen all at the same time:
So on a random night 15% of the time, I want all of my mob customizations to kick in.. Stronger Skeletons, Armored Zombies, 10% chance mob spawns are Giants, 50% chance of Powered Creepers, 50% chance of faster mobs.. etc.
I can do all of the mob changes, but I dont want them all to happen randomly 15% of the time, I want them all to happen 100% of the time on a certain night that only occurs 15% of the time....
Can that be done?
Also, If I use the example to turn a skeleton into a reaper (pumpkin head, golden hoe, and invisibility on the body) How can I have JUST the reaper drop pumpkin seeds instead of the default skeleton drops. I had trouble modifying JUST this special mob?
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Posted Feb 15, 2014@ImmortalOverlord
I already made a ticket concerning your question a few months back.
Getting the contents of a zombie to drop is handled by vanilla Minecraft, so you might have to specify "DEFAULT" in addition to whatever drops you have. Or make sure that the drops you specify don't override vanilla drop handling. Or something along those lines.
On the whole "inedible renamed food" issue, you might want to send a request to the developer of that plugin. Just seems like the easiest way out of your situation.
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Posted Feb 15, 2014I agree, it's pretty lame haha..
Another day, another question...
I see that some Zombie's pick up items now (I'm rusty, coming back after a year or two break).. Is there a way to have the zombie's drop the items they pick up? Because right now they are picking up drops of other zombies, then when I kill them, they don't drop the picked up item. I tried drop: CONTENTS.. didn't seem to work.
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Posted Feb 15, 2014@ImmortalOverlord
I don't know actually.
Have you tried something like "BREAD
~;<lore>" or "BREAD;<lore>"? Or perhaps you could do "BREAD~Bread;<lore>"?Also, a plugin that prevents you from eating renamed food? Sounds like a badly designed plugin. Just because a food is renamed doesn't mean it should be inedible. o_O
@McPixel
Is what possible? What is "that" you're referring to? (What is your antecedent?)
Custom mob names are possible; just specify the name like so: "ZOMBIEName". Mobs that are added via mods are a different story. OtherDrops is only built against Bukkit, not MCPC+ or any other platform, so chances are, it won't have any support for mod-mobs.
Plugins built against Bukkit's enum can support mod-mobs in general, but they cannot support any specific type of mod-mob unless they're within Bukkit's enum too. (So, it would require some porting and such.) Unless MCPC+ somehow does this automatically for you, I'm not too sure.
@iGamingStudioX
That didn't really answer my question when I said "define special abilities". I asked, because I don't know what abilities MythicDrops adds. I did a quick glance through of the plugin, and being unfamiliar with it, I'll assume it just lets you apply potion effects. So in that scenario, yes, OtherDrops lets you do what MythicDrops does - apply potion effects to either attacker or victim.
For your integration ideas, I've mixed feelings about it. I honestly don't think it's needed/worth it, but it's up to @ZariusT to decide, not me. I would suggest making a ticket. It's a good thing to have, but I can think of a workaround to achieve your request which doesn't require the hassle of plugin-integration.
Whenever you level up some skill/class to some "number/type", have a plugin (the RPG plugin or another plugin) give the player a permission node you desire. Then, have OtherDrops act based on the assigned permission node. For example, if you level up woodcutting to 50, a plugin can give the permission node "otherdrops.custom.50wc", and you can specify something like this in OtherDrops:
Once you hit level 50 woodcutting, you get a permission node that lets you chop down jungle logs, essentially replicating the effect. Now, the only caveat is to make sure the same plugin that gives out permissions nodes takes them away if the player no longer meets the condition.
My concern with integration is that it would require extra work every update just to keep up with the other plugins updating, but I could be wrong.
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Posted Feb 15, 2014@CommodoreAlpha
Alright, for special abilities, I mean those in MythicDrops, cuz I am now considering these 2 plugins for my server.
Integration means like,
For mcMMO:
- A level requirement for a skill to be able to use or get items
For AncientRPG:
- A specific class and level required to use or get items
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Posted Feb 14, 2014is that possible with custom mob name or custom mob mod using other drops?
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Posted Feb 14, 2014Got it to name items. I guess I cannot Eat renamed foods. This may be due to a plugin I have that deals with food.
Question. Can you add info to items without renaming the item?
For example.. Bread(tilde)Loaf;+2 Health would drop a piece of bread called Loaf with the info +2 Health. I would like to do this, but without having to rename it. Possible?
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Posted Feb 14, 2014@CommodoreAlpha
It isn't specified in config, the closest thing is "allow_any_replacementblock:" which isn't the solution.
EDIT: Solved it.
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Posted Feb 14, 2014@JaffaMiner
There's no such thing as an "OtherDrops block". Blocks are blocks, and OtherDrops just acts upon those blocks depending on your configuration.
Yes, there's a parameter for it, and I'm guessing it might involve "replacementblock:" and perhaps "delay:". But if you don't have that specified anywhere in your configuration, it's probably a bug. A bug I've never heard or seen before, so I have little reason to think it's a bug in this scenario.
@ImmortalOverlord
What do you mean by the custom drop name issue? For a bit of reference, here's this handy page.
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Posted Feb 14, 2014Didn't think so, not a big deal.. I just currently have a message that pops up with each drop telling the user what they got because all my drops come from zombies, not blocks. (RPG server). If they don't show up from explosive arrows, I'm not sweatin it. haha, it's the least of my worries.
Any idea about the custom drop name issue? Can't get it to work
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Posted Feb 14, 2014When I destroy an OtherDrops block, I get the drops but the block itself comes back immediately. Is there a parameter for this or is it just a bug?
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Posted Feb 14, 2014@ImmortalOverlord
Ah, what an ingenious solution. :)
And on messaging the player, no idea. You're right in that it's not currently possible - I wouldn't bet on it being possible anytime in the future either, simply because it would be too infeasible to make possible. (The plugin would have to do quite a bit of tracking, somewhat like block-loggers do, which would cause it to consume a lot of CPU power.)
On second thought, however, maybe not so infeasible to add. I made a ticket that might be within the ballpark of your request. Although, I'm not going to expect it to be considered any time soon.
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Posted Feb 14, 2014@CommodoreAlpha MAJOR EDIT:
There is an amazing feature of the message system.. %t
It displays the tool used to trigger the drop!
The fire part of the explosion, is simply DAMAGE_FIRE that's killing them. The explosion is BLOCK_EXPLOSION.
Problem solved. However, any ideas on how to message the player who shot the arrow? It doesn't seem possible, as a block explosion is the tool which i don't think is connected to the player
Also, I cannot get this to work as per the example on the parameter page drop: RAW_FISH@!Raw Tuna will not drop anything, am I doing the name part wrong?
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Posted Feb 14, 2014@ImmortalOverlord
My theory is that the server sees the zombie as dying for a reason not listed within your configuration (burning, explosion, etc.) - or that something in your configuration isn't being read.
Just for the heck of it, try making your list just include the following four items: "PROJECTILE_ARROW, ANY_EXPLOSION, DAMAGE_BLOCK_EXPLOSION, DAMAGE_ENTITY_EXPLOSION" and test to see if it works.
@iGamingStudioX
Define "special abilities". You can do basic stuff like potion effects and creating explosions. If you mean anything specific and/or intricate, like shooting fireballs at your whim, the answer might be "no" or "not possible yet".
What do you mean by integration with mcMMO and AncientRPG? Integrate how? Bear in mind, depending on if a plugin is version-dependent, adding hooks into "x" plugin could be an unnecessary hassle. It really depends on the circumstance though.
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Posted Feb 14, 2014For sure, I just threw all the fire/burn/explosion tool's in there as a way of saying "i've tried um". Haha.. I think I literally have tried them all, individually
But, ANY_DAMAGE, does work.. I was hoping to be specific though, so I could have the explosive arrow based drops be different from my normal set of drops (mainly because of the offset).. Idk.. I'm gonna have to do some tinkering, hopefully Zarius knows what tool exactly matches up with the explosion.
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Posted Feb 14, 2014Hello, can I know if this plugin can be used to add special abilities to items like MythicDrops?
Also, can you add integration with AncientRPG and mcMMO? Thanks
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Posted Feb 13, 2014@ImmortalOverlord
Oh, whoops. Read the "STICKS" as a drop, didn't think of it as a message. :P
Have you tried specifying the tool as "ANY_DAMAGE" for the entry including the "sticks" drop? If that doesn't work (as in, the zombie doesn't trigger the stick-event on any dying circumstance) then this is probably a bug, either due to plugin conflicts (which I think is unlikely) or OtherDrops (which is probably more likely).
If using "ANY_DAMAGE" does fix the issue, then there's probably some strange configuration quirk going on.
On a side note, if you use "DAMAGE_BURN", there's probably no reason to include "FIRE", "FIRE_TICK", and "DAMAGE_FIRE" on the list. I'm also unsure as to whether the plugin can understand "FIRE" and "FIRE_TICK" as valid reasons for damage, but I think they could be aliases within OtherDrops, or valid names within Bukkit. I'd check the javadocs right now... but my laziness is inhibiting me.
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Posted Feb 13, 2014Hey Commodore, I added the "STICKS" message to prompt, so I would know when the drop was activated. It doesn't activate when the zombies die from the explosion/fire. When I disable the explosive arrows, it picks up the drop because of the PROJECTILE_ARROW and then proceeds to drop sticks and display the message.
I was able to get sticks to drop when HIT with an explosive arrow (but not when they die). And the 4/0/4 is just enough to where approx 50% of the time they are destroyed in the fire (which I want cuz I want the arrows to be powerful, but also have a downfall of potentially destroying drops)
TLDR: The explosion isn't being picked up by the TOOL: line. I even tried Tool: EXPLOSION@2@FIRE@NOBREAK That didn't work it either
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Posted Feb 13, 2014@ImmortalOverlord
Perhaps the explosion itself is destroying the item? Beyond that, I'm not too sure.
Try increasing the offset, and decreasing the explosion size to 0. If the item still doesn't drop, there's either a configuration error, or a plugin bug. If the item does drop, it's probably the explosion itself destroying the item.
If that is indeed true, you'll have to delay the drop so that the item drops after the explosion has passed (so it won't be destroyed). See "delay: <ticks>" under parameters.
To my knowledge, I can't think of a way to make items explosion-proof due to vanilla limitations. I'm pretty sure that it would be possible to respawn an item destroyed by an explosion via a plugin... but that's too much unneeded work as opposed to delaying the drop.
@mal67
I'm not sure what could have caused it either, but I'm definitely sure it has to do with some sort of interaction with a block. Not very helpful though; ZariusT could respond with a better answer. The reason why I suspect it's some sort of block interaction is because "BlockIterator" is mentioned in the error.
Most OtherDrops-related errors are/should be pretty harmless - the worst that usually happens is that a piece of your configuration doesn't work, but not much else.
@ZariusT
Thanks! :)
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Posted Feb 13, 2014just got this randomly, not sure what caused it.
hasnt seemed to cause any issues, and i havnt seen it again so far, just figured id ask what it was XD