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 Jul 23, 2014Could you please update replacetool so that it accepts all types of data? I'm glad this plugin is still up and running. No server should be without it.
EDIT: - The console can get spammed if using "replacetool" a lot. - consumetool doesn't work if the item is being eaten.
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Posted Jul 23, 2014If you want to see my last Post
EDIT : Okay I tried again like this :
It seems to work very well but I don't have the custom name of the item yet.
The item I drop have the name "Bone Meal" instead of "Cobalt". Where is the error ?
I tried again with an item which doesn't have metadata value : the drop have his name in uppercase.
returns an item called "MALT" and not "Malt". :/
EDIT2 : Drops on named mobs or specific region both don't work. (I use Bukkit for 1.7.9)
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Posted Jul 22, 2014@Nokaaj
This definitely sounds plausible. Not being a moderator I wouldn't be able to give you a final say-so, but from my experimentings with the plugin, it sounds like it should work. The plugin would just respond when that block was destroyed and act accordingly. The best way to find out would be to try it :)
Also the word you're looking for is not "damage value" of 1, but 16:1 = block 16 with a "metadata" of 1.
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Posted Jul 22, 2014Hi ! Is it possible to use this plugin to create different drop from an unexistant block ? I mean, if I choose for example, the bloc 16:1 (which mean the coal ore with the damage value 1) and transform his texture with a texture pack, can I choose to obtain a custom item when I destroy it ? (like 351:17 which will be cobalt and named cobalt) ?
If not, I read it's possible to use custom taged Item (name / enchant ...) to have different drop when using it. Is it possible on blocks ? And can those blocks drop a custom Item (name and data value again, like my example before) ?
Thank you in advance !
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Posted Jul 21, 2014@nelbrenn
There may be a different way to do this. But, I'm thinking you can do it so the block the player mines doesn't drop anything but instead the server issues a command such as: /give %p item_name to put it into their inventory. That of course would also depend on them actually having enough space in their inventory for the item.
@DarkGalaxy
I think you mean that you want the block to not drop anything? If so, you can just turn the default drop off in the config and maybe set the block to drop air? Or I seem to recall a placeholder called NOTHING I think? I may be making things up but you can try that :P
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Posted Jul 20, 2014When players place the block down and break it. It still works. Is there any way to turn that off?
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Posted Jul 19, 2014Hi ! Thanks for your plugin, this is an amazing work.
I'm sorry to bother you... I have a little issue with the fishing probabilities (I want to loot custom fish, with later different loots for each "level" of fishing rods...).
When I try to catch some fish, a lot of loots are what I expect, but I sometimes get vanilla loots despite my configuration.
There are my current lines :
With this line in the config file
I probably made a mistake, but.. where ? :'( I spent so much time on that problem...
I think it could be because of the chance parameter, but how can I set several categories (fishes, treasures, etc) with different chances of drops without this extra vanilla loot ?
Would you know how to fix it ?
Another question : can I set a drop on a mob with a custom name ?
Thanks again for your work. Have a nice day ! :)
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Posted Jul 19, 2014Hello,
For my server, when someone mines, i want the blocks to be placed in there inventory automaticly, is there anyway of doing things? Thanks!
~ Nelbrenn
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Posted Jul 19, 2014@CommodoreAlpha
ok great thanks. If you want, I can make another updated video to address the problem. But only if you want me to :)
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Posted Jul 19, 2014Hello :) I have a short question. I changed the Wither but the Wither Building (Soulsand and 3 wither skeleton skull) don´t despawn. What can i do ?
Edit Found this:
But that dont work :(
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Posted Jul 18, 2014@RockinChaos
That's on ZariusT's side, not mine. I'm just helping out with customer service.
@kev3200
If "ANY_ITEM" hasn't worked for you, I'll try some testing myself. Hopefully I can get back to you soon.
@MrCobayo
Well, even though I'm supposed to do the diagnosis, I would like to ask you: what do you think the "unrecognized target" is? Are you running any mods? Perhaps you tried to have OtherDrops work with mod-mobs, and it doesn't quite recognise those yet for some reason.
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Posted Jul 17, 2014Why when i load OtherDrops, say this in the console? why not recognize these items?
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Posted Jul 17, 2014@CommodoreAlpha
My bad, I worded that edit wrong. I meant to say that the zombie doesn't take damage from my sword or fist. However, it does only drop the gold ingots when I hit it, which is good (not when on fire). Meaning, it takes damage from fire, lava, etc. but not from the player (I also tried bow and arrow).
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Posted Jul 16, 2014@CommodoreAlpha
Dev Builds website is down.
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Posted Jul 16, 2014@kev3200
Hm, that's a little odd. I would have guessed that using PLAYER as a tool would have meant "player hitting entity, no matter what the player uses". Try using "ANY_ITEM" instead of "PLAYER".
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Posted Jul 16, 2014@CommodoreAlpha
Thank for the lengthy reply. It is really great when those who understand the plugin can help us newbies out :)
And because of those new changes you mentioned, I may end up making an updated tutorial video anyways. I'm a little OCD and the original video wasn't really up to the standards I was looking for. If I do, I'll be sure to mention those updates. (I'll also mention not to make an infinite zombie loop...)
EDIT: I put in the config change you posted. The zombie now only takes damage when I hit it (not when on fire, which is good), but he still doesn't take any damage from my diamond sword... Still an infinite gold source.
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Posted Jul 15, 2014@Sabbykat
I'm guessing OtherDrops will have to be more compatible with MCPC+'s "dynamic" entity enum. If that makes any sense.
@kev3200
Alright, I finally got around to it. I'm sorry for the long wait.
So, the video is good, but I do want to make a few points. (You don't have to redo the video; it's actually really good for beginners, but I just need to point these out first.)
I'll see if I can embed the video on the main page and on the wiki's main page - if not, I'll just link to it with a flashy, bold, red message.
Okay, now to your gold-ingot issue. Your log, perhaps because the problem is more complicated than I thought, or perhaps because it's too short, does not seem to indicate any problems. In fact, it seems to show that your config is working as it should. It is, however, weird that the zombie takes no damage, but perhaps I can still help.
So, when you specify the "HIT" trigger, you also should specify whom the entity was hit by (via "tool:"). As of now, the zombie can get "HIT" by anything, so any form of damage counts as a "HIT". Specify the tool as "PLAYER" if you want the zombie to drop gold ingots ONLY if the zombie is hit by players (any player). Any other form of damage will not drop gold ingots.
And now onto the damage issue. Perhaps it's because OtherDrops canceled the original event that the damage (EntityDamagebyEntityEvent) never passed. I'm not sure what to make of this, and I'm not sure if this is intentional, but try this workaround:
Basically, I added in "DEFAULT" to the list of "drops". Zombies don't drop anything when they're hit, but this should allow OtherDrops to "pass" the original event. (Or more technically, copy it and add in a gold ingot.)
Thanks for making a video by the way. You went out of your way to thoroughly portray your problem - I appreciate that. ;)
@Anyone else
If I missed your problem/question, please comment again so I can get to it.
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Posted Jul 13, 2014Having an issue with OD overriding unbreaking enchantment. The tool takes damage and ignores the enchantment.
Any help would be greatly appreciated.
Edit: No longer a problem. Found the setting I was looking for in the config.yml.
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Posted Jul 11, 2014@CommodoreAlpha
Here's the pastebin page: http://pastebin.com/tpTEdXDZ This was with verbose set at extreme. I placed a zombie using a monster egg and then hit it once with my diamond sword.
And here is a video I made as well that showcases the problem in action: https:www.youtube.com/watch?v=bBDfpmWxb0g
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Posted Jul 11, 2014@CommodoreAlpha
Sure I'll do that now. Also, did you get a chance to review the video I sent you?