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 Jun 22, 2014@CommodoreAlpha
You've always been so helpful <3
I have one more question for now... I feel like I've tried everything and I cannot get XP to stop dropping off mobs from spawners... here is what I have at the moment.
ANY_CREATURE:
- dropgroup: spawner.spawning
spawnedby: [-NATURAL, SPAWNER, SPAWN_EGG]
drops:
- drop: Default
- drop: XP/0
Also, is there a way to color the Lore? I managed to finally get the Item Name to color but the Lore of my drop doesn't seem to want to.
GIANT:
- dropgroup: giant_loots
drops:
- drop: 388@1&2Giant Heart;&7The Heart of a Giant!/1
chance: 100%
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Posted Jun 22, 2014@Kofeyy
Concerning aliases, a good situation to use them (instead of long-hand) is in cases where it is both time-saving and self-documenting. In other words, giving an intuitive "name" to a group of "things" that are all related. If not all items in the group of "things" are related (i.e. they are not all tools, but are a bunch of different parameters), it is not good practice.
For example, assigning a whole blob of parameters to environNoDrop is not a good idea (unless you have excellent memory) because you have no idea how each parameter will factor in when you apply the alias to whatever object. Calling a whole bunch of "death-reasons" (AKA tools) "EnvironmentallyCaused" is a good idea, because it's immediately clear what EnvironmentallyCaused is referring to, and thus immediately clear what effects it will have.
@sakura_blades
Sorry about the delay on documentation, but I'll begin working on it tomorrow.
Naming/putting data values on entities should work similarly to items. Here's an example that should work:
Here, the zombie should spawn with the name, "ExampleName", and should have 5 points of health. (Making it easier to kill, which makes it easier to test.)
How to equip mobs can be found at the bottom of this page. If you've any more questions, feel free to ask.
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Posted Jun 22, 2014Could we please get a page written up for how to customize our custom mob's that drop?
I know I was told once before how to adjust health and other things, but I cannot remember nor find them in the comments after searching for a good 10-20 minutes.
Please refresh my memory and/or write up a page on how to customize them?
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Posted Jun 22, 2014@CommodoreAlpha
Haha yeah this is my first attempt at using aliases - I think I'll stick with the long way.
And ahh yeah I didn't think about that! Very clever :P I'll go try it now. Thanks :)
EDIT: I did some testing. I tried the SPAWNER, CUSTOM and DEFAULT spawn reasons separately before listing them all like in this paste http://pastebin.com/P5AjyP4z - none of them worked. However, it DID work when I removed the "spawnedby: X" part completely.
I guess an easy solution is to ensure that skeletons with 15 and 25 health only spawn from spawners, then I won't have to worry about securing the drops with a spawn reason :)
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Posted Jun 21, 2014@Kofeyy
Oh shoot, forgot to reply to this sooner!
So, aliases can be a good, convenient thing, and aliases can be self-documenting, but the reason I don't use aliases (yes, I do everything the long way) is because I need to see exactly what everything is doing. Your issue was actually very difficult for me to decipher because you used aliases. (That doesn't mean you should stop using them, but you should take more caution around them.)
Here is the issue I think you are having. "Custom-health skeletons" have the alias, "environnodrop" attached to them. If you look at what this alias consists in, you'll see that it involves only mobs spawned by "SPAWNER". Now, according to your config, where do these "custom-health skeletons" come from? From OtherDrops, because you're intercepting spawner-mobspawn events. Therefore, if you what environNoDrop to work on these custom-spawned mobs (and not spawner-spawned mobs), you'll have to add in the spawnreason, "CUSTOM" in addition to "SPAWNER".
@ShadowKillerx
Do you know what the plugin does? :)
But yes, you can:
@NanoEdit
You might want to use this:
<<code yaml>><</code>>to display whatever configurations you may have. Anyway, here's a quote from the page on how to configure drops (yes, I know the documentation is currently obscure, sorry about that):-
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Posted Jun 21, 2014Can I make custom colors in item description?
"wooden_sword&7Short Sword;&7Rarity: common" don't work.
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Posted Jun 21, 2014@ZariusT
Is that possible to disable cobblestone drop from stone?
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Posted Jun 20, 2014@DoubleZ
Yes :)
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Posted Jun 20, 2014will this plugin update again?
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Posted Jun 18, 2014Any idea why this isn't working?
http://pastebin.com/SsQePcZX
I'm trying to have it so that mobs spawned by spawners which are not killed directly by players do not drop any items. That config seems to just drop normal items every time, no matter what I kill them with (e.g. lava, fire, drowning).
EDIT: I should mention that they are spawning with 15/25 HP fine. It's just the drops that won't change (tried NOTHING and STICK and neither worked - they just continue to drop bones and arrows).
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Posted Jun 18, 2014I've noticed a few tidbits from the changelog (while at a boring convention) that haven't been documented yet. And I do realise I should've moved a lot of stuff to the wiki a long time ago. I'll begin working on documentation beginning of next week, then because I have to fly elsewhere later in the week, I'll probably "finish" my work by mid-July.
Small, undocumented facts from the changelog, include, but are limited to (I'm commenting it here, because I'm lazy and want to keep a list here):
Just FYI, if something has actually already been documented, then just ignore the point, but I'm not asking these questions to myself. ;) (Pokes @Faldonboy & @ZariusT)
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Posted Jun 14, 2014@cilioo
What do you mean by a "natural spawner"? Natural spawn reasons? And when you say "spawn at day", I assume you mean "spawn with at higher light levels".
There's no clean way to do it with OtherDrops alone, because OtherDrops consists mostly of intercepting other actions and events. If a mob doesn't spawn in daylight, it passes no event (because it's a vanilla mechanic, so it didn't need to pass anything to begin with). It doesn't "spawn then despawn" or anything like that, so OtherDrops really has very little to work with, in this aspect.
When it comes to mobs, the most OtherDrops can do is replace a mob-spawning event with whatever you specify, but no such events are passed for the spawning of hostile mobs during daytime (besides in already dark places like caves). You could intercept mobs that spawn during daytime, but in dark caves, and offset their spawn so that they spawn elsewhere, but this can be very unpredictable (and is anything but a satisfactory solution).
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Posted Jun 13, 2014How can i make all natural spawners spawn at day?
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Posted Jun 12, 2014@Argagaes
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Posted Jun 12, 2014@Faldonboy
So how would you solve this problem :/?
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Posted Jun 12, 2014@CommodoreAlpha
The name ALWAYS goes last(or should, there might be a few instances where it wouldn't)
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Posted Jun 11, 2014@Argagaes
Yep, you're right. Like I said, giving out suggestions at 3am in the morning, I'm bound to make mistakes. ;)
5/10000 = .0005 = .05%
The problem I'm having is that I know how to give mobs equips, and I know how to give mobs names, but I don't know how to do both. For instance, giving a zombie a pumpkin hat alone would (or should) look like this:
And giving a zombie a name would look like this:
But I'm not quite familiar with how to put the two together (as in, what order they come in), which is why I'm not being very helpful right now. At this point, I may have to redirect you to @Faldonboy, if he knows how to do this. On a side note, if you or him figure out a way to do that, I'll make sure to update the documentation with the correct information.
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Posted Jun 11, 2014Still not working, got errors again :(. Also just noticed in your old post, isn't 0.0005% ALOT less than 5/10000 becouse we are talking in percents, so it's more like 0.05% to get 5/10000 :P(...100/10000=0.01...)
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Posted Jun 10, 2014@Argagaes
Oh, silly me! I forgot a really important line: "trigger: MOB_SPAWN" You should add that to whatever configuration you have. Also, instead of "DENY" you should have "NOTHING". Giving suggestions at 3am in the morning, I'm bound to make mistakes. ;)
The error was probably because somewhere in there, my format was invalid. Try using "ZOMBIE@eq:head:PUMPKIN!InsertNameHere" instead. If that doesn't work, I'm out of ideas, and you'll have to play around with it yourself. If you get something that works, feel free to comment back so I can improve the documentation.
@Q2Lummox
The problem seems to be quite simple. You have "ZOMBIE 1-2". That space won't parse correctly of course (there's absolutely no reason why OtherDrops should interpret that space correctly). Try "ZOMBIE/1-2" instead.
On another note, the spacing of your example is incorrect. They should be in multiples of four, not what you currently have:
@Kofeyy
Your suggestions, while helpful and interesting, could be nuanced a bit more. ;)
For example, the issue with using block placement and block breaking is that, well, if I never do those things to begin with, I can walk around the day, zombie-free. Using a radius, however, is a good idea. Also, there are plugins out there which disable burning-in-daylight on zombies, but whether he wants another plugin is up to him. It would be slightly strange if all daylight zombies were helmet zombies, and all night zombies were normal zombies.
This is an example that might suit him (taking your helmet idea into account; also with appropriate spacing):
The problem here is that zombies could probably spawn within solid objects. I've never tested that parameter before (loc-randomise) so I wouldn't know. But it does work better than the original example.
If one wanted all the spawned zombies to actually do something (that is, spawn near the player) to give the feeling of a higher difficulty, here's an alternative one could use:
This way, if you walk during the day, you'll be sure to encounter a zombie - and rarely a zombie who spawns right in front of you! Great if you're evil and you're running a hardcore server.
Also, when you tag a mob with a nametag, it also edits the mob's NBT data and sets the "despawnable" parameter to false. OtherDrops cannot edit such NBT tags, you'll have to look for another plugin to do that.
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Posted Jun 10, 2014Anybody know of a way to use this plugin to spawn mobs which then do not naturally despawn?
I've tried spawning them with a name but it does not work - the mob still despawns. I guess naming a mob with a nametag isn't the same as using this plugin. :P