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 May 4, 2014@Faldonboy
By the way, you've been with ZariusT far longer than I have. Would you by any chance happen to know about his "whereabouts"? I do have his email, but I think resorting to that would basically be me adopting the "update now plz!?" attitude, and at this rate, I consider myself bordering on that.
If necessary, I may even consider making a list (which I will post later if I make it) of 1.7+ features that won't work (or can't be recognised) with the current latest build of OtherDrops.
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Posted May 4, 2014@CommodoreAlpha
Ya, most spells have a target-self or beneficial option. And for the spells that don't you can have OtherDrops force them to cast from console and target your opponent or an x,y,z location.
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Posted May 4, 2014@Faldonboy
So it's possible to have a player target himself with his own spell, even if it was an offensive spell? That's a really interesting feature...
@ZeEye
The only possibility that comes to mind at the moment, is to get a developer to fork the project. ZariusT hasn't been on in awhile, so I don't know what's happening with him.
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Posted May 3, 2014Biiiiiiiiig problem: It seems like otherdrops and prism don't like each other anymore. Looking at prisms bukkit page it says that otherdrops uses the prism api (http://dev.bukkit.org/bukkit-plugins/prism/ - under "Supported Plugins" ) As soon as we install prism back however, otherdrops starts throwing a lot of errors into the console.
Any idea how to work around it or fix it?
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Posted May 3, 2014@CommodoreAlpha
@Zarkiel7
Mobs casting spells is possible using OtherDrops because MagicSpells can force a player to cast a spell via console, so you could create spells that target the caster and have OtherDrops force you to cast them on damage events to make it appear that the mob was casting it. It would be far easier to get a plugin like MythicMobs or create this system inside of MagicSpells itself though.
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Posted May 1, 2014@Zarkiel7
Does MagicSpells allow mobs to cast spells on its own? Do spells need a target? If so, how is the target acquired? Via command? Entity within crosshairs? Are there any restrictions to spell-casting? (What conditions to casting spells are there?)
I've only heard of MagicSpells, but I can only guess that it won't be possible to do so, because of all the possible caveats I inquired about within the above paragraph.
If MagicSpells allow mobs to cast spells on its own - that is, if spells don't need to be executed from a player - then keep reading. If spells require a player, mobs won't be able to cast spells because... well, how are you going to have a 'player' that will impersonate the mob and who will this 'player' be? The solution to this would be far more complicated than its worth.
If spells don't need to be executed from a player, you'll next need to consider if a target is required. If a target is not required for the spell in question (I know there's multiple types of spells with varying conditions), then mobs should be able to cast that specific spell. If a target is required, keep reading.
If a target is required, you'll need to consider if MagicSpells gets the target via the crosshairs (where the player looks) or via command (specifying a playername in the command). If it's via crosshairs, the mob casting the spell would be impossible with just MagicSpells and OtherDrops, because mobs don't have crosshairs. If it's via command, you'll just need to specify the playername, via a variable.
On second thought, giving mobs abilities from MagicSpells via OtherDrops might be a tad bit complicated/impossible. Maybe it's best to find a third-party plugin to do what you want. :D
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Posted May 1, 2014Does anyone know if it's possible to make mobs cast a spell from MagicSpells?
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Posted Apr 30, 2014@SentinelCraft
I don't know myself, as ZariusT hasn't been in awhile even though he said he would push out an update... eventually. I don't have any method of contacting him (I do have his email, but I feel as if emailing him as a "reminder" to work on OtherDrops would be inappropriate).
OtherDrops will always work on future Minecraft versions, unless something fundamental about Minecraft's code changes - I wouldn't see why you would have to drop OtherDrops entirely due to that. You could, perhaps, supplement OtherDrops with more plugins, but given its power, I don't see a need to drop it due to it being "outdated".
@Testercraft
No need to apologise about language difficulties because you're the one trying - I'm sure I would sound pretty crappy myself if I tried to write in your language. ;)
So, what you have to take into account is that you have two entries in there. The first entry basically reads like this:
First Entry:
"When you break 'CROPS' with 'GOLD_HOE' (the correct name is 'GOLD_HOE' not 'GOLDEN_HOE'), you will drop 'x' drop and the crops will be replaced by '59@1'."
Second Entry:
"Any item with the name, '&fGladius Hoe' is required for this drop to occur. When this drop occurs, drop 'x' will drop, with a 25% chance."
Do you see the problem with keeping the "tool:" and "lorename:" condition within two separate entries? You need to combine the conditions into one entry if you want the plugin to recognise that only "Gold hoes with the name, 'Gladius Hoe'" will work.
I hope that was helpful, but if you have further questions, or you want me to clarify what I said, feel free to ask.
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Posted Apr 30, 2014Hey, i need help and im confused.. why not work.
59@7: #Wheat Crops
- tool: golden_hoe
drop: {357/8-12/10, 357/1/90}
replacementblock: 59@1
- lorename: "&fGladius Hoe" # <-- golden hoe
drop: 357/8-12
chance: 25
I used with golden hoe named gladius hoe so glow chance 25% break seeds because it not work with golden hoe but i still use golden hoe? hmm...
cannot together?
sorry bad english but im try be good, ty
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Posted Apr 29, 2014Is there any status when there will be an update with some of the fixes and features that have been brought up over the last six months? I keep checking back and there isnt any measurable progress. I like this plugin and I dont think there is anything else like it out there. But If there are not going to be any updates or none in the forseeable future I will have to start looking for a new plugin.
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Posted Apr 29, 2014@Zarkiel7
This example should work:
Here, all zombies that have a max hp of "21 points" will drop dirt. All other zombies will drop whatever you specify and/or whatever the default is. Don't forget to specify that the "special mob" should be able to spawn to begin with.
I don't quite remember how to specify names on mobs... I really should have documented that when it came up in the comments quite awhile ago. I believe the format for naming mobs is something like "ZOMBIE@Example Name", but I could be wrong.
@ZeEye
Ah, thank you very much. About colour coding, your (and Faldonboy's) contribution has actually been incredibly helpful, as it "solves" a problem many others have had. I say "solves" because it's a good workaround, but the bug still exists in that the colour code should be accepted regardless of text formatting. But that doesn't matter; excellent job. :D
Concerning "DAMAGE_WATER" not working, it might be because it's a bug or because it's not completely coded. For now, though, you'll just have to live without the parameter. I know of an unsavoury workaround for this... but it's unsavoury for a reason. You can use the WaterProof plugin to make it so that crop blocks are invincible to water (the plugin requires NBTLib, however). The problem, however, is that crops can be used as an ultra-effective barrier to water. If you don't mind the caveat of two additional plugins and waterproof crops, then this is one workaround I can suggest.
Changing the drop of farmland won't do anything about the crops, because OtherDrops would then focus only on the "farmland block". The "farmland block" is just a block, and has nothing to do with "CROPS" - which could be counterintuitive, but that's how the basic block mechanics of Minecraft works.
So, with all the issues revolving around "CROPS", I would say (from the top of my head; keep in mind I don't know code) that it's not possible to modify OtherDrops' code so that it can read for these events and cancel them properly. Which brings me to my next point...
On my sidenote, I do understand finding that "balance" can be painstakingly difficult. My apologies if I made the process sound too simple, or if I berated you in any way. For now, I can only recommend solutions/workarounds involving other plugins; the issues here cannot be resolved with OtherDrops alone.
If you are trying to limit the yield of wheat-crops so that people will find it harder to make bread, you can use RecipeManager to change the recipe of bread to something more costly. You need to use the unofficial build posted within the comments by @haveric. The general idea is that if you cannot change the output, make everything requiring the output more expensive; this is an indirect way of devaluing the output, which in this case, is wheat.
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Posted Apr 28, 2014@CommodoreAlpha
In case you missed it: http://dev.bukkit.org/bukkit-plugins/otherdrops/?page=2#c3542
Some good info and confirmation about color coding lore in there. Also a question I had for you guys.
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Posted Apr 28, 2014@CommodoreAlpha
Would you be able to link an example of how you would set this up?
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Posted Apr 27, 2014@Zarkiel7
Currently, you can't do that. There needs to be some distinguishing factor about "custom mobs" that you create so that OtherDrops can pick up on them. An easy way to do that would be to give the mob a different amount of hp, a unique name, or both, then edit their drops based off of those factors (making sure to include "NONE" as a drop, or turning on "loot_overrides_default").
Giving "custom mobs" specific groups sounds like a good idea to make distinguishing between mobs easier (and to also distinguish and keep track of which mobs "belong" to OtherDrops), but ZariusT hasn't been on in awhile, so it's unlikely the idea will be implemented any time soon.
Do make a ticket about it though. Better to have it on a "to-do" list than to have it get washed away in a sea of comments.
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Posted Apr 27, 2014Is there a way to make a complete custom mob? so for example the invisible skeleton with a hoe in the examples list, can you make that specific mob be part of some type of group that when killed has drops specifically for that mob, and doesnt drop the default skeleton drops?
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Posted Apr 27, 2014@asacavanagh
Ahhh, that's what's the difference then.. we're still on 1.7.5.
Dang, I'll keep that in mind.. is gonna break a few things lol.
I just read up on the changes on the minecraft wiki, regarding to skullowner, otherdrops will need an update to fix this I think.
Owner is now a compound, containing:
Id: UUID
Name: Username of owner
Properties compound, no idea what this is for.. does it store the server side
skin texture? Seeing Signature, probably yes.
www.minecraft.gamepedia.com/Chunk_format
@CommodoreAlpha
Yep, that's it:
loot_overrides_default: true
I often forget about this config file xd
Also, yeah I know my entities and stuff, I misused the term "players", I mean actual people (in regards of people changing skins often etc.).
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Posted Apr 26, 2014@asacavanagh
Technically, [DEFAULT, DIRT] should work just as well as - and if not "better" than - listing them as separate drops. Do you by any chance have "loot_overrides_default" set to true?
Also, I believe the skin database will be based on UUIDs in the near future (because player-names are changeable, and are thus not representative of accounts). That being said, Mojang will probably have a UUID for all their MHF skins. Where you will find that, I don't know. A good place to start searching would be the Minecraft Wiki.
@Varijon
A player is a player - there's no such thing as "fake" players and "real" players (concerning the concept of accounts; in-game fake players are a different story).
@DivinityCraft
Specify the drop as "NONE", then specify whatever drops you want. "NONE" is a variable that will just cancel vanilla drops.
@tremby90
Firstly, I would tell you to rethink your server's design. Before you go about making anything on your server a certain way - for example, being able to get multiple "ore" blocks from the same ore - you need to think of all the possible exploits that will come about.
Yes, OtherDrops can fix most item-related "exploits" whether they come from other plugins or from itself (depending on what you specified in the config), but the idea is that there shouldn't need to be anything to fix to begin with, UNLESS the problem is intentional (and if it's intentional, you should also have a solution already).
To answer your question more directly, use data values on blocks (i.e. GOLD_ORE@1) so you can distinguish between "natural" blocks and "dropped" blocks.
@The3ShotGod
I don't use aliases myself, but I believe there's an alias.yml file somewhere you can edit. Just edit the names there. "OAK_LEAVES" is basically "LEAVES@1" and the tall grass you're thinking of is "LONG_GRASS@1". "GRASS" refers to the block itself, because that's its name.
@Anyone else
If I missed anyone's comment, or a question anyone may have posted, and they still need help, please post it as a comment again.
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Posted Apr 26, 2014@Varijon
So having it in that list form does work, thanks. :)
However since Mojang updated their servers to use the UUID's of players instead of their names, I doubt those MHF names will work.
I've now even tried with the list format:
- drop: SKULL_ITEM@MHF_PigZombie
and it just lags the server for a moment then drops a normal Steve "Head".
Just FYI, server is running 1.7.9
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Posted Apr 26, 2014@asacavanagh
The MHF heads work fine for me and seeing these are not actual players, the names won't change? Not entirely sure what happens to the skullowner tag in 1.8 though.
I compared:
drop: [DEFAULT, DIRT]
to:
drop: DEFAULT
drop: DIRT
And the one with square brackets only drops the dirt, while the two seperate "drop"s do drop both. I think it's overwriting the DEFAULT.
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Posted Apr 26, 2014I'm trying to figure out how to remove specific unwanted vanilla drops from a mob (without having to use loot_overrides_default since that messed up the new drops I've added). In particular I want to remove iron ingot drops from iron golems and gold nugget drops from zombie pigmen. Does anyone know how to?