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 Dec 28, 2014@CommodoreAlpha
Yeah, I wanted permanently angry wolves, to use as things for players to fight, but they just find sheep and revert to normal so it won't work. Thanks anyway
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Posted Dec 27, 2014@TomXPro
Any version after 566 should work fine - the major change was health-type changing from integer to double therefore OtherDrops 2.8b.566 and earlier work only on versions prior to MineCraft 1.6.1 and newer OtherDrops work with 1.6.1 and newer.
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Posted Dec 27, 2014This build does work, but im guessing it doesnt have that "Add: export enum lists feature" you were talking about? Mod biome still doesnt work in this build, and "latest" build obviously wont work on my 1.5.2
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Posted Dec 27, 2014Could you please tell me which version I should use on Cauldron 1.7.10? 2.8b.582 or 2.8b.573? Or another one?
And can somebody give me an example how to prevent stone blocks mined by hands? I want to force mining stone just by pickaxe, wood just by axe and so on.
Thanks :-)
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Posted Dec 24, 2014@ronfkingswanson
I would actually like to see OtherDrops support the "block priming event" and "entity explode event" because there's no reason why those shouldn't be there.
I'll make a ticket soon if you haven't made one yet.To be honest though, I don't know how to cancel primed TNT explosions with OtherDrops because there are no condition-parameters for both "prime TNT event" and "entity explode event" which are the only events involved in explosions. This essentially means that OtherDrops has no way to handle explosions, because it cannot "see" anything concerning starting or triggering an entity-based explosion. There are plenty of other plugins that'll probably let you mess with that mechanic, although I'm sure you want to be able to do it with OtherDrops.
As for horses, I don't believe OtherDrops supports them specifically (as in, supports all of their data values and other type values such as HorseType and Tamed). It's likely because it hasn't been updated in awhile (barring the recent dev builds). I could be wrong and there could be support in a very recent build, though.
I'll make a ticket for this too later today.EDIT: Made tickets for both of your ideas.
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Posted Dec 23, 2014separate question: is it possible yet to indicate the entitytype for Horses, so we can drop donkeys, mules, undead horses, etc? I've tried all sorts of data value syntax tests, but can't seem to make anything other than baby horses appear.
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Posted Dec 23, 2014@CommodoreAlpha
makes sense, not surprised primed TNT is a special case. Which brings up another question - if I can't reliably stop the TNT from being "primed", is there a way I can nerf it once it comes into existence? something like how I can intercept mobs when they spawn (with the MOBSPAWN trigger) and deny them? I know PRIMED_TNT is an entity with special handling in otherdrops (to prevent runaway cascading drops), but I'm not sure how to address it directly.
The whole point is to neutralize primed TNT so it doesn't blow up. Then I can apply various conditions and parameters to control when and where it's allowed.
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Posted Dec 23, 2014@ronfkingswanson
When TNT is lit with redstone power, I'm not sure what kind of event(s) gets passed. What's likely happening is that no "redstone powering up" event is being passed here, since lighting TNT with redstone simply converts the block to a TNT-entity. (In other words, the block doesn't power up and then turn into primed TNT, it skips the middle step.)
I could be wrong about this hypothesis, however. I can only confirm if you can give me a server log with your verbose set to the highest level (for OtherDrops). Your config looks fine, but as a note for the future, you should format your code like this:
The solution would require ZariusT to specifically provide support for such an event, which would probably be a feasible option (although it would take a very long time to implement due to all the other tickets). If you want to make support for such an idea more likely to be implemented, you should submit a ticket.
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Posted Dec 22, 2014I've been trying to nerf TNT, and while I can easily intervene when someone lights with flint, I can't seem to get otherdrops to fire when TNT is lit with redstone power. Yes, there is a POWER_UP trigger, and it works just fine with other blocks, but does absolutely nothing with TNT. Any clue what I'm missing? (using latest 1.8.1 build 582 with spigot 1.8 build 8)
TNT: - trigger: POWER_UP event: LIGHTNING@HARMLESS replacementblock: RED_ROSE drop: GUNPOWDER/3
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Posted Dec 22, 2014@Treijim
Wait, did you just want aggressive wolves in general? You can spawn aggressive wolves via "WOLF@ANGRY" (the wolves with red eyes, that is). But if you want them to become angry after killing something, that's not possible.
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Posted Dec 22, 2014This build does work, but im guessing it doesnt have that "Add: export enum lists feature" you were talking about? Mod biome still doesnt work in this build, and "latest" build obviously wont work on my 1.5.2
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Posted Dec 22, 2014@CommodoreAlpha
I see. It seems like I need a plugin just to have this happen. There goes my idea of having aggressive wolves spawn. Thanks anyway.
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Posted Dec 22, 2014@mrretrus
Yes, version 2.8b.566 should work. I'll see what I can do about detecting the version and using a different function (Minecraft 1.6 changed the health variables which is why you have the error).
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Posted Dec 22, 2014I found the dev build (facepalm Im an idiot), unfortunately I get errors when I kill the chicken that's supposed to drop something in a mod biome. Is it required to use a specific version (older) for 1.5.2 since this is on FTB?
http://pastebin.com/sBGk67uf
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Posted Dec 22, 2014@Treijim
The short answer is no. It's not possible to do that with OtherDrops as of now.
I think such a feature would be out of the scope of this plugin, but it's really not my judgment call. If it were to be implemented, the only way I could think of its implementation would be by adding a "keephostility: boolean" or "keephostility: time in seconds" parameter. Ideally, it would do nothing unless specified on a neutral mob like iron golems or endermen.
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Posted Dec 22, 2014@KelvinKam
You need to be using one of the latest dev builds - that worldguard/leaves error is only fixed in version 2.8b.584 or later.
@mrretrus
There's a section of this page called dev builds :)
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Posted Dec 22, 2014Where can I get the latest Dev build from? Specifically the one that has the "Add: export enum lists feature" so I can test it with mods? I looked around but couldnt find a repository that had a jar :\
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Posted Dec 22, 2014Thanks for the last update. Is it possible to add an entry so that angry wolves don't become passive after killing a sheep?
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Posted Dec 21, 2014It still spam my console :(
http://pastebin.com/3XcvPQAR
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Posted Dec 21, 2014@CommodoreAlpha
Agreed :-)