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 Mar 19, 2013@sicariusdracus
Cool, glad you got it working. I did see one issue though - you can't have two idential "target" sections, eg. ANY_CREATURE:
Solution is just to delete on of the ANY_CREATURE sections and combine, eg.:
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Posted Mar 19, 2013Right! I looked as much as I could through the new documents (Glad to see the plugin is back to life! yay!), but cant' find a straight answer and testing has proven... hit and miss.
Can Otherdrops, work with 'mods' (Forge style mods - utilizing bukkitforge or whatever it's called allowing both to co-exist peacefully)?
Example, can otherdrops detect and alter the drops of mobs from mods? Say, mo' creatures and 'ducks' - could you alter a ducks drops via other drops?
I can confirm from testing, you can make vanilla mobs (pigs, etc) drop modded items from mods via this setup. I had pigs dropping various materials from three different mods without any errors or issues!
I just can't quite grasp how to work it with mobs, as I don't know if otherdrops can call a mobs name 'PIG - CREEPER@UNPOWERED' and such things from a mod by the mod's name for the creature.
If not, is it possible to call a mod-mob, by it's ID number?
aka...
BOAR: - tool: ANY drop: DIAMOND quantity: 1-2
But instead make it...
91 (mob ID - not actual number for it): - tool: ANY drop: DIAMOND quantity: 1-2
A lot's changed, so I'd rather ask then spend hours and hours and hours hopelessly trying to figure this out, when likely by now, it's been asked/talked about, and someone can give a straight yes or no answer on it and save me a lot of time I hope! :)
Thanks
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Posted Mar 19, 2013@sicariusdracus
It's technically impossible since Ender Crystal is not a block but an Entity. The entity can currently be found with a SpawnEgg id#383:200. The SpawnEgg does'nt actually spawn an Ender Crystal, but that's a start. There is a way with the command: /spawnmob endercrystal, but it does'nt create a drop but the entity itself. Another way to get an Ender Crystal is with WorldEdit and McEdit. You can found one with MCEdit and then save it as a schematic and then import them in your WorldEdit file. That's for now the only way I know to place an Ender Crystal. Good luck to find another way!
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Posted Mar 19, 2013If you can get this to work I will love you. I don't have end crystals in my End, and I'd like for the battle to spawn them during the raid event.
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Posted Mar 19, 2013@sicariusdracus
Fixed. It was indention problems.
Can you spawn endercrystals?
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Posted Mar 19, 2013I can't get anything other than magmacubes, ghasts, blazes, and pigzombies to spawn in my nether world. In my End world, only Endermen spawn. Here's my otherdrops:
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Posted Mar 19, 2013@Elektroktay
You can use named mobs already :)
I just tested it with /odd spawnegg@54!~graagh
And got "<player> was slain by graagh" :)
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Posted Mar 19, 2013@ZariusT
Thanks Zarius! :D Hope I can use named mobs in the next update :D
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Posted Mar 19, 2013@ZariusT
My understanding is that when a mob is spawned from a named spawn egg in 1.5 it gains the name of that egg, and when a named 1.5 mob kills someone, the death message uses this name. So it shouldn't take any doing on the part of this plugin (other than the potential a zombie thing, and whatever is needed to get it 1.5 compatible in general)
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Posted Mar 19, 2013@ZariusT
Thanks :)
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Posted Mar 19, 2013@F4BSE
You need to add "drop: NOTHING", eg:
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Posted Mar 19, 2013If I have an entity with default minecraft drops. How can I let him only drop what I want because if I give an entity 30% drop <itemX> it drops the minecraft default drops AND the 30% <itemX> drop.
One possibility is to set the drop % to 100% but this is not what I want. I want that only <itemX> drop with 30% and not with the other minecraft default drops.
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Posted Mar 19, 2013@Cultist_O
Cool - I also tested the spawnegg names with colors too. Not sure if we can do the whole "was killed by ZariusT's..." but when we do I'll look into making sure it doesn't say "<name's a zombie>" :D
@DoubleZ
Glad you got it working, looks like I'll need to look further into that to make sure both ways work.
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Posted Mar 19, 2013@ZariusT
I change the boat config from
BOAT:
- drop: NOTHING
- drop: BOAT
to
BOAT:
- drop: BOAT
- drop: NOTHING
and the problem is fixed.
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Posted Mar 19, 2013@ZariusT I can confirm that spawn eggs with names work, I've been using the following for my pokéballs, and it works great.
My understanding is that it will cause it to say things like "Cultist_O was killed by ZariusT's Zombie" if that were to happen, once everything is 1.5 ready... hmm.. must test whether i could use %p's %v to simplify... I think that would say "Cultist_O's a Zombie" though, and I'm not :P
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Posted Mar 19, 2013I can confirm that "spawnegg@51!~Name" works, but for some reason spawnegg@skeleton doesn't work, I'll work on fixing that.
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Posted Mar 19, 2013@Elektroktay
Mobs with custom names is in progress :-)
You could possibly use spawnegg@zombie!Ugly Monster for now, although I haven't tested this yet.
Hadn't thought of trade options, will look into that.
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Posted Mar 19, 2013Hey Zarius! It would be super awesome if we could drop mobs with names :D maybe something like this?
- drop ZOMBIE@Ugly Monster
It would drop a zombie with the name "Ugly Monster" on top. I seriously need this for my RPG server! Thanks soo much :D
Btw, can we drop villagers with specific trade options? If so, how? Tnx again :D
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Posted Mar 18, 2013@DoubleZ
Thanks heaps for reports - I've fixed the huge_mushroom_1 issue in devbuild#33. Will look into the enderman issue later.
Yeah, some things are disabled for creative players deliberately. I'll look into an option perhaps to allow creative players to break/use stuff.
The boat definitely worked fine - can you perhaps zip up your otherdrops config & drop files and send me a copy? I can see if something is different from the way I'm testing it. Also, what Bukkit server type & version?
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Posted Mar 18, 2013@ZariusT
I download dev#32 but the boat problem still exist.
By the way, I found that I can't spawn a enderman with dirt.
/odd enderman@dirt drops a default enderman.
edit:
Another issue, I download the crop growup animation effect config file made by Abnormal_Zombie ( http://dev.bukkit.org/server-mods/otherdrops/?comment=1555 , that is soooo excellent!), and found this effect can't work correctly for creative mode players.