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 20, 2014@Sckaletz
Got it fixed :)
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Posted Mar 20, 2014I seem to have some problems here. I hope someone can help me.
I want to add the option to drop different amounts of ingots from ores depending on the fortune level. I've changed it in the config to support unsafe enchantments and the setup I've made here works fine if only I add ex. the setup for a fortune 20 diamond pickaxe to drop the described amount of ingots. But when I use the setup I've posted here no ingots drop at all. Not even with a normal diamond pickaxe without fortune. Only one single ore drop.
What am I doing wrong? None of these works.
Setup 1: http://pastebin.com/JAA4tZVd
Setup 2: http://pastebin.com/6zgnGQ0m
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Posted Mar 19, 2014I tried to switch IRON_GOLEM@&1Modular Construct to IRON_GOLEM&1Modular Construct and as i stated before it will not drop the 10 silverfish i had set to it. If i make a normal iron golem it will however drop the items specified. For some reason a mob spawning a named mob to drop a named mob wont work. Refer to my last post as if a changed "@" to "" and it still doesnt work. Also, PROJECTILE_FISHING_ROD, PROJECTILE_FISHING_HOOK, and PROJECTILE_FISHING_POLE all dont work for me still. Are these all deprecated? Once i get that fixed, I would like to know if theres a way to make the hook pull me to the block it landed on?
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Posted Mar 19, 2014@CommodoreAlpha
I should begin by explaining my intentions with my config. I wanted to remove the vanilla cobblestone drops from smoothstone, and in it's place add a 10% chance of dropping cobblestone with the name "Useable Stone". In addition, the reason I specified the "Generic" part (I assumed that was how it was done, based on one of the included configs called "od leaf overhaul" is because I wanted to disable apples from dropping from oak leaves. If I just left it at "Leaves" it would make it so all leaf types dropped oak saplings, which isn't what I want. Since oak leaves are the only ones which drop apples, they are the only ones which I felt needed to be changed.
As for your original question, by "At all" I meant that the vanilla drops do not seem to be disabled, I as I am still getting regular cobblestone 100% of the time when I break smoothstone, and oak leaves still drop apples when broken.
For future reference, when specifiying a block with a specific metadata, I am able to use the material type, with an @ and then the metadata, correct? (Example, LEAVES@1) Also, I assume doing the /odr command ingame is enough to reload the configuration so that changes will effect the world?
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Posted Mar 19, 2014@My_Name_Was_Stolen
When you say the drops don't happen at all, do you mean the items dropping, or the event not being fired at all? For example, if you had something where a message and a drop fires when 'x' event occurs, does neither occur, or does the message occur but not the drop? If it it's the former, there might be a genuine issue with OtherDrops, or some event is being canceled before OtherDrops can intercept it (implying a plugin conflict). If it's the latter, there is also the chance of a genuine issue with OtherDrops, or a plugin conflict caused by a plugin blocking dropped items or something.
I'm not too sure why all, as opposed to one or two drops are not working. And just as a random tip, your spacing under "LEAVES@GENERIC" is off. Also, I did not know you could specify "GENERIC" as a data value, nor would I know why that's necessary to do, seeing as specifying "LEAVES" automatically implies all types of "LEAVES" blocks.
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Posted Mar 19, 2014@CommodoreAlpha
That answers one of my questions, thank you, but it still does not explain why my drops are not working at all. As I said, everything seems to be working correctly, but the drops simply do not work. (I do have loot_overrides_default set to true)
Here is my config. http://pastebin.com/Ss6F1cke
Thanks for your help.
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Posted Mar 19, 2014@JaffaMiner
Yes, it should be easily fixed, but by him, not me. A few things I would consider, is what kind of code RegenBlock uses (and if any of it relies on NMS code for some reason), if it's version dependent in any way, if its code has changed and OtherDrops needs to factor this change into its next build, etc.
@My_Name_Was_Stolen
New drops override vanilla ones if you have "loot_overrides_default" set to true within the "otherdrops-config.yml" file. If this is false, vanilla drops will occur in tandem with the drops you specify. If you want to set that option to false, but still override vanilla drops, you'll also have to specify "NOTHING" in addition to everything else as a drop to tell OtherDrops to cancel the original drops.
@dimasaurio
I'm not sure what your problem is, so I won't be able to help you effectively. Two things I do notice, though: there are two typos. It's "SUGAR_CANE" not "sugarcane", and it's "COAL" not "coal_inot". Coal ingots don't even exist in real life, as they are not a metal. The other thing I notice is that you have stone specified as an object multiple times; it would be better if you specified "STONE" as the object once, then put every entry under that object.
If you need me to clarify, ask, and I'll try to use simpler English.
@drewch123
I don't know how to code (yet); I'm just a documenter. ZariusT is the only developer for this plugin, so you should be asking him that question. Even then, the general response would be, "It'll be ready when it's ready." If you're dissatisfied with the lack of colour control in lores, and can't wait for the next update, submit a pull request or fork the project for your own needs.
@TheChiz
Please post your config snippets as "yaml code" so it's easier for me to read. Refer to "code" under this page.
Have you looked at how to specify drops on the parameters page? You can use brackets or curly braces to specify multiple drops, each with their own drop chances and drop amounts. There are also drop groups if you're interested in using that.
@drexel_levante
should be
As for the snowball issue, perhaps it's not so much as the feature is broken, but rather that the names you're using are deprecated (and hence why they don't work). I snooped around on the Bukkit javadocs and found that snowball entities are referred to as "SNOWBALL", not "SNOW_BALL", so you might want to try "PROJECTILE_SNOWBALL" instead of "PROJECTILE_SNOW_BALL". As for fishing hooks, you might want to try "PROJECTILE_FISHING_HOOK" instead of "PROJECTILE_FISHING_POLE". This one's a bit more intuitive, as it's not the fishing pole that's being thrown, just the hook.
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Posted Mar 19, 2014ok heres my current setup,
Now this current setting works, but when the skeletons decide to drop a construct, when i kill it, the golem doesnt drop the silverfish. Instead, a regular irongolem drops them.I have tried changing the "@"to a "" but it doesnt accept it as an object. Also i said before that PROJECTILE_SNOW_BALL doesnt work. heres the example given in the basic examples section.
Seems to be the case with PROJECTILE_FISHING_ROD too. If i switch this to PROJECTILE_ARROW it works fine. I had changed ANY_CREATURE to PLAYER so i could test it out and those two seem to be broken.
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Posted Mar 19, 2014Could you perhaps tell me what my issue is:
" SKELETON: - tool: DIAMOND_SWORD drop: LAVA_BUCKET chance: 100% CREEPER: - tool: ANY_SWORD drop: SAND chance: 100%
- drop: SEEDS chance: 50% SPIDER: - tool: ANY_SWORD drop: SAND chance: 100%"
Any time I try to put multiple drops, with different ways to get them (so you can see I have just a standard "dies anyway, drop this" drop and then one where the drop is better if they use ANY_SWORD. However this just breaks the entire config. Every time I try to add 2 different drops/tool option drops to a creature, it just breaks them all. But if they all have an individual one with one tool associate then it's fine.
Could you tell me maybe what I am doing wrong so I can resolve the issue, I'd like to set it up so "DAMAGE_FALL" only yields people something from mobs, but using weapons gets you better loot.
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Posted Mar 19, 2014@CommodoreAlpha
Can you guys fix the lore on items so they can have custom color?
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Posted Mar 19, 2014Whats wrong help, how to put correct? http://pastebin.com/301EPMVm
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Posted Mar 18, 2014I'm having some issues, I've read through all the documentation, but I still feel like I'm making some simple mistake. When you add a new drop in, it overwrites the vanilla drop event right? If not, is there a way to do this? Either way, neither of the events in my tiny config seem to work, and I can't figure out why.
Here it is http://pastebin.com/Ss6F1cke
All help is greatly appreciated.
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Posted Mar 18, 2014@CommodoreAlpha
I sent him a PM. If OD has specific support for RB, then the problem should be easily fixed, shouldn't it?
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Posted Mar 18, 2014@JaffaMiner
That might be a bug, considering how OtherDrops has support specifically for RegenBlock. ZariusT will have a better answer for you. My guess is that it has to do with OtherDrops tampering with the BlockBreakEvent and RegenBlock not recognising it, or something like that. Or maybe I'm just completely wrong about that aspect.
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Posted Mar 18, 2014Hi, This plugin won't work with a terrain regeneration plugin called RegenBlock:
The blocks drop their specified drop that I set in the config, but they won't regenerate like the rest of the terrain. Is this because of a bug or compatibility error?
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Posted Mar 17, 2014@MystTheReaper
It's already possible: just specify the tool needed with the enchantment. So for example:
In this example, breaking iron ore with an iron pickaxe with the Looting enchantment of levels one through three will drop one to three iron ingots.
You can specify different enchant levels to drop different drops, but bear in mind, you have to specify every pickaxe you want the effect to happen on. (So for iron ore, that would include stone and diamond pickaxes.)
@McPixel
For your first request, no. Find another plugin for that, since that's a really specific, non-generalisable feature, so it really ought not to be implemented in this plugin.
As for your issue, I'm not sure; it looks fairly correct. Could you post a pastebin of your whole configuration? Also, I'm not sure if this has to do with anything, but you could try adding two spaces to both lines that come after "otherdrops:".
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Posted Mar 17, 2014REQ can you make EXP drop based on damage take ?
and i set drop like this
it doesnt work , no error and not drop, whats wrong ? :(
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Posted Mar 16, 2014Hi! Is there any way I can drop something based on a certain enchant on a pickaxe?
For example, I'm making it so Iron Ore and Gold Ore drop Iron Ingots and Gold Ingots respectively.
Now, lets say some people had a fortune pick, is there anyway I can have it where there a chance of dropping 2 - 4 instead of just one, but ONLY if they have fortune? This isn't a necessary feature, would just be nice :)
Thanks!
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Posted Mar 16, 2014@drexel_levante
"PROJECTILE_SNOW_BALL" is not a trigger. It is an entity. Entities aren't triggers; that doesn't make sense, as they are merely agents that beget events. Events are triggers - and the trigger to use in this case is "HIT".
Also, if you have trouble with something, try posting the relevant snippet of your configuration so I can diagnose it better (if there is a problem).
Also, named bows work - I'm not sure what you're talking about because you haven't told me exactly what you want to accomplish with named bows. Named arrows are impossible to have, because an arrow is an entity, and does not retain any lorename-data from its item counterpart (all entities in general don't use/have name-based data; naming a mob is a different type of data entirely). Plugins that alter certain arrows add extra data onto certain arrows - not accomplishable by names alone.
@cyberpwn
OtherDrops is Bukkit/MC-version agnostic, although I believe version number might have something to do in this case. You see, I have the same exact problem as you - except without the error, and for some reason, it applies only to certain blocks in my config. For the whole "block drops item, block does not get destroyed" issue, you do not have to make a ticket because I already made one awhile back.
The reason I suspect the error itself is version-based is because I don't get it, and you do. I'm running 1.5.x, and you're running 1.7.x. I could be wrong though - the only way to find out is for you to test the same version of OtherDrops alone with the same configuration on a 1.5.x version of CraftBukkit. I should note, however, the error log is itself harmless. Error message or not, if there's a problem, the problem is the priority, not getting rid of the message.
And, that's some really thorough testing you did there. I appreciate that kind of effort - not many people are willing to do that before sending some type of bug report (whether as a comment or a ticket). And FYI, I never hang out on IRC (and never will), so commenting about any issues you have here can also be a viable way to get help. :)
@drexel_levante
Yes, your example should work fine - you can specify named mobs as the object (to distinguish it from generic mobs), and you can also specify named mobs within applicable parameters.
As for the "repair scroll" idea, no, it is not possible with OtherDrops. It's a good idea, but I think it would be a completely unnecessary feature to add to this plugin, because you would have to specify a list of every tool-like item for the repair scroll to look for, then somehow tell OtherDrops which tool-like item to repair. I don't really see the point in adding all this.
Two alternatives do exist though - both of which do not use OtherDrops. If, you have another plugin that offers a "/repair" command which repairs the tool in your hand (or a similar command), you can get a plugin like boosCooldowns to impose a fee on using that command - in your case, the fee would be the repair scroll.
The other, more awesome and less cumbersome solution is to use RecipeManager. Make sure you use the version of RecipeManager from @haveric's github fork (found in the comments) and not any of the official builds, because they're all out of date. Here, you can simply specify a recipe involving the repair scroll, and any tool-like item you want. Then, all you have to do, is specify a flag to repair the tool by whatever durability you want. (If you need help on how to do this, you can ask me here.)
@SuperiorCommander
NPCs are treated as players, so just specify the "PLAYER" entity, and its name - or in your case, the NPC name. So if you had an NPC named "Example Guard", just specify "PLAYER@Example Guard" as the object. And then specify the rest of the parameters (drops, etc.) as normal.
@dimasaurio
You have to be clearer in addressing what the problem is. I have no idea what your issue is, so I don't know what you need help in. So now, I'll have to infer it from reading your posted config. (Also, don't post your config as a picture; post it via PasteBin.)
You're using invalid item-names. For specifying item names, you have to use the names from Bukkit's material enum. Basically, when you specify names like "gold" or "sugarcane", and OtherDrops reads it, it won't have a clue what you're saying. To the plugin (and Bukkit), it's a bunch of gibberish, specifying names for items that don't even exist.
So for instance, instead of "gold" you have to specify "GOLD_INGOT". Even on the intuitive, human-reasoning level, specifying "gold" instead of something more specific does not make any sense, because you could be referring to "GOLD_NUGGET", "GOLD_ORE", "GOLD_BLOCK", or "GOLD_INGOT"; it's ambiguous.
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Posted Mar 16, 2014Can Someone Tell Me Whats Wrong Or Tell Me How I Do Correct Please? Its For A Skyblock Server Im Spanish. The Photos Of My YML Drops http://subefotos.com/ver/?74744e83644d6b405500d03e76629c4fo.png#codigos http://subefotos.com/ver/?779322991ef34e11831c25ea93b0e5e1o.png#codigos