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).

-
View User Profile
-
Send Message
Posted Nov 23, 2014Just for the sake of fully exploring this, I tried using the ID generated by the recipemanager plugin. The ID of 4 doesnt work for plains but the name plains does. Heres a pastebin of what it listed, and it looks liek everything is there but it doesnt work with ID's...
http://pastebin.com/FqbJF8JC
-
View User Profile
-
Send Message
Posted Nov 22, 2014@mrretrus
For IDs, you can either use the name or the number. All parameters take whatever value is considered valid, and because the number and the name are just two different names for the same value, they're both equally valid. Or should be equally valid. If one doesn't work, try the other; if both don't work, then that's another problem entirely.
-
View User Profile
-
Send Message
Posted Nov 22, 2014Im not using cauldron Im using mcpc (forge and bukkit) since Im running a FTB Unleashed server. I was wondering what the value IS to check by id. Because biome: Forest, works, but would I have to use somethign like biomeID: 4 since biome just checks for a word?
-
View User Profile
-
Send Message
Posted Nov 21, 2014@mrretrus
I'm actually not sure. One of my mods adds a couple of potion effects, but when I use the native Minecraft command to give myself a potion effect with the correct ID number, it fails to recognise the ID number. This suggests there's a problem with the server-platform in that Bukkit isn't registering everything Forge imports.
OtherDrops probably does support the use of ID numbers - names from the enum, I'm not quite as sure. If you're able to use IDs for items but not for things like mobs, biomes, enchants, etc., it would suggest that the problem lies somewhere within Cauldron.
-
View User Profile
-
Send Message
Posted Nov 21, 2014That plugin is very useful! It was able to compile all the information on my server, and even compiled the list of the modded ID's, and what they are called. So then it must be possible to read this info, but I guess you guys were saying this is a feature that has yet to be implemented in otherdrops? I can now see both enum and ID, both of which Ive tried and it doesnt work with otherdrops :\ Would that mean whether it's enum or ID we can only use vanilla stuff for your plugin?
-
View User Profile
-
Send Message
Posted Nov 21, 2014@To everyone who uses a Cauldron server and would like to know what the heck modded stuffed are named (including but not limited to items, potion effects, enchantments, biomes, mobs, etc.)
This is quite a strange suggestion, but trust me on this. There is a plugin called RecipeManager. Now you might be wondering, "but I thought you were guiding us on how find documentation for our mods, we don't want a recipe-changing plugin!"
Well, it is a recipe-changing plugin, but it also has the ability to list all this stuff for you! Download RecipeManager, run it on your server with all the mods installed on it. Go to your RecipeManager folder (in your plugins folder), and open up a file called "name index.html". You will find pretty much all the names there. However, I'd like to warn that this plugin documents numerical IDs according to your server.
Now, if you use the technical name of anything in any other plugin, and that other plugin doesn't recognise it, it's because that other plugin only specifically supports vanilla and does not read the enum.
@mrretrus
Numerical IDs will be deprecated in the future, although I'm sure you already know that. The problem is that to my knowledge with other things like items, numerical IDs are handled dynamically, so you might just want to figure out what the biome enum is.
-
View User Profile
-
Send Message
Posted Nov 21, 2014Would it be possible to check biomes (and maybe even mobs) by ID instead of enum? They still have have to be ID's in some sort of final array right? Even in biomes o plenty there are biome ID,s and this information is somehow being extended to the biome info when you press F3, so perhaps hooking into that could make it possible, and maybe even for mobs as well. I know in a different mod it makes Jungle Spiders mob ID 103, so if I can check biomeID: X instead of just biome(enum) that might work... Can i check by ID?
-
View User Profile
-
Send Message
Posted Nov 21, 2014@ZariusT
So sad. You just killed me and so many hopes ;]
I was just happy when OD finally started accepting my mob names without errors.
http://cauldron.minecraftforge.net/threads/mod-mobs-mod-entity-names.720/
Modded minecraft seriously needs a good tool for customizing mod mob mechanics, especially drops. There are so many mobs this days and they are always a problem for ballance at least.
If theres anything I can do to help you with the mod mobs support, I could try.
I know a bit less than nothing about programming, but perhaps I could test...
-
View User Profile
-
Send Message
Posted Nov 21, 2014Just added 3 tutorial videos (courtesy of others) to the Videos page - languages: one English, one French and one German.
-
View User Profile
-
Send Message
Posted Nov 21, 2014Unfortunately I don't believe that OtherDrops can yet handle mod mobs & biomes as these do not just extend the standard MineCraft enums - I do plan at some stage to investigate further and look into supporting these :)
I also plan to add an enum export function to OtherDrops - to allow creating some docs on the acceptable list of creatures, blocks, biomes, etc - this should be fairly easy to do.
-
View User Profile
-
Send Message
Posted Nov 21, 2014Im not sure what you mean by technical name :\ The mod is biomes o plenty, and Im not sure where to find what you are describing in the context "minecraft:apple" or something.
It would be awesome if I could use the biomes defined by this mod to cause other drops- where in the mod could I look, and what exactly would I be looking for? When I use the layout "biome: Forest" that works, but if I just put in the name of the biome added by the mod it doesnt work, nor does using the ID.
Thanks
-
View User Profile
-
Send Message
Posted Nov 19, 2014@delsolsi213
Yes, it's possible, but I'm rusty. Try testing this to see if it works; if not, you can play with it to see if you can get something to work.
This should translate into an 80% chance of any block within "WorldNameHere" dropping a stone axe with Sharpness IV and Fire Aspect II. The stone axe's name will be "Test Axe" with the &9 colour code, whereas the first lore line will be "This is line one" in yellow followed by another lore line with "And this is the second line" in yellow.
I set the chance high so you'll have an easy time confirming if it works or not. Remember to change the worldname too. Last but not least, an important note from the "Drops" page:
-
View User Profile
-
Send Message
Posted Nov 19, 2014@CommodoreAlpha
Once again, thank you.
I knewd about my dot.names being useless, but at that momment it seemed to be a last chance, because I already tried all I could come up with.
Truth was indeed hiding in the Cauldron prefixing, and I got lucky guessing it.
"ProjectZulu|Core_Armadillo"
-
View User Profile
-
Send Message
Posted Nov 19, 2014@CommodoreAlpha
allright thanks, 1 last question, is it possible to add a drop to all blocks in a specified world to have a small % chance to drop an item with a name lore and enchant?
-
View User Profile
-
Send Message
Posted Nov 19, 2014@delsolsi213
Short answer: no.
A chest is a tile entity. A tile entity can be thought of as a block that contains specific data, such as what kinds of items are inside, what text it has, etc. OtherDrops does not support tile entity data (as you can tell, it would be rather complicated to do so).
I do know that plugins which do as you describe exist, but I don't remember their names or if they even work now.
-
View User Profile
-
Send Message
Posted Nov 19, 2014would it be possible to make it so theres a random chance after mining lets say stone blocks to spawn a chest, and the chest have random items lets say tools enchanted with name and lores?
-
View User Profile
-
Send Message
Posted Nov 19, 2014@Graitt
Now, now, adding mods to the mix of plugins can be a tricky business. Don't get all hung up in it, you'll figure it out in time.
"Names with dots" - pardon me, but when I said "technical name", I should've been more specific. I guess the most concise definition of "technical name" is the mob's ID, much like "minecraft:air" is the ID for an air block. The "names with dots" you're referring to is not the technical name, it's a "class" specified within the code to represent/define that mob.
(Side note: I don't know any programming, so my vocabulary may be erroneous.)
"ARMADILLO" would seemingly be the correct name to specify. Why it doesn't work, I can't tell at first glance. Do you happen to be using Cauldron? You could also get support there if need be. (Erroneous vocabulary inbound) What's supposed to happen is that each mod imports its enum - or list of "things" like items and mobs which contain their IDs - into Bukkit's enum, and OtherDrops just reads from this new enum. Seeing as OD is saying "unknown material", it's not recognising the name at all. Either it's still the wrong name (perhaps Cauldron prefixes the mod's technical name onto each mob's technical name) or the enum isn't getting imported at all.
Try "PROJECTZULU_ARMADILLO" to see if that works. It's essentially the mod's name prefixed onto the entity's name (don't forget the underscore).
-
View User Profile
-
Send Message
Posted Nov 19, 2014I completely fail at adding mod mobs to OD. Using the latest version.
It always shows Error: unknown material (mymobnameshere) when I /od reload.
I tried so many types, obviously doing something wrong. Need some help or guidance here.
Names with dots seem to be useless (if that matters at all), only the part before the dot is shown by OD in the console error.
Tried this names (and a link, where I found the "name"):
ARMADILLO
https://github.com/ProjectZulu/Project-Zulu/blob/master/src/main/java/projectzulu/common/API/CustomEntityList.java
entity.ProjectZulu|Core.Armadillo
Armadillo
https://github.com/ProjectZulu/Project-Zulu/blob/master/src/main/resources/assets/projectzulumob/lang/en_US.lang
projectzulu.common.mobs.entitydefaults.ArmadilloDeclaration
ArmadilloDeclaration
https://github.com/ProjectZulu/Project-Zulu/blob/master/src/main/java/projectzulu/common/ProjectZulu_Mobs.java
"Armadillo"
https://github.com/ProjectZulu/Project-Zulu/blob/master/src/main/java/projectzulu/common/mobs/entitydefaults/ArmadilloDeclaration.java
EntityArmadillo
https://github.com/ProjectZulu/Project-Zulu/blob/master/src/main/java/projectzulu/common/mobs/entity/EntityArmadillo.java
-
View User Profile
-
Send Message
Posted Nov 19, 2014<<reply 2397142>>
loc-offset: x/y/z
excellent, all I need, thank you.
And the enderdragon drop works, I was just not sure about the chunks need to be loaded thing.
-
View User Profile
-
Send Message
Posted Nov 18, 2014@Graitt
Look for the technical name of the mod mobs in the mod's source code. OtherDrops does not (and does not have the ability to) handle the names of mobs in any way - the reason why it's so flexible is because it just refers to the enum (list of mobs, items, etc) and that's it.
Enderdragons are a tricky thing and I haven't messed with them myself yet. I've heard that when they die, they don't technically pass a conventional death event, so you may be better off asking someone more knowledgeable (if they're even around) or looking at how another plugin changes enderdragon drops.
The "delay:" parameter essentially means that the "event" or "drop" won't occur until "x" ticks after the event itself has occurred. The chunk should be loaded, else nothing would happen (I don't think it's even possible to pass any event in an unloaded chunk).
Drops occur, by default, where the mob has died, or more generally where the event has occurred. But you can always add in an offset parameter to change the position of the drop relative to where the event occurred. If you do decide to use the offset parameter at any point, be aware that it could cause something to occur inside of a block or within a wall.