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 Apr 16, 2012Yea I have a couple custom drops and it makes a attack animation on the person breaking it even though no damage is done, it's pretty annoying but not serious, but annoying enough to disable it currently till a fix is made.
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Posted Apr 16, 2012Only improvements needed: -When damage attacker is 0, payer should not get the hurt animation. -Add jungle leaves!
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Posted Apr 15, 2012with the new update it fixed the players being hurt from getting a drop but it makes mobs still drop their default drop it just ignores drop: NOTHING
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Posted Apr 14, 2012hi, how can I stop players place the WATER (data value: 8 ) in nether?
I have written a yml file and stop players place ICE successfully.
This is my yml file:
defaults:
worlds: world_nether
action: RIGHT_CLICK
otherdrops:
ANY_BLOCK:
- tool: WATER
replacementblock: AIR
consumetool: 1
effect: EXTINGUISH
- tool: ICE
replacementblock: AIR
consumetool: 1
effect: EXTINGUISH
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Posted Apr 14, 2012@ezbik
The Strength of the block its self is not the issue directly the issue is that Other drops is only acting on the block brake event and as it is not braking other drops cant force it to brake as the math is never run. what I need is a new even like block damaged..
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Posted Apr 14, 2012@RustyDagger
Obsidian would drop by explosion, if its resistance to tnt wasn't that high naturally. As far as I know, OD does not change the resistance strength of obsidian to tnt. It can't 'force' the obsidian to drop from an explosion unless the explosion actually destroyed the obsidian. Since it blast resistance is 6,000 naturally, I'm not sure how you'd effect this property unless there is a parameter I am unaware of.
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Posted Apr 14, 2012@ezbik
By counter I mean stop them placing pig spawners.
Obsidian should still drop when i tell it to as it should be counted as being hit and OD should force the block brake event onto it. Its resistance to TNT should not effect how the plugin handles braking blocks..
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Posted Apr 13, 2012@RustyDagger
I'm not sure what you mean by counter, if you have it drop the MOB_SPAWNER@Data Value , it should retain this spawner type, unless they pick up multiple spawners, in which case you'd probably need creaturebox as it suggests, or they'd end up being the same spawner when collected in the inventory.
For the obsidian, I assume you want it to break when hit with an explosion? I don't think this is doable, as otherdrops wouldn't effect the explosion durability of the obsidian, so it would still take the same amount of force to break it with tnt.
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Posted Apr 13, 2012@ezbik
I have no much idea on how to make a config for that to work.. and I would need a counter to stop them placing pig spawners.
on another note how do i force obsidian to brake.. I have tried: http://pastie.org/3784899
But it still refuses to drop :( I am assuming the default actions of the block are still being applied :(
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Posted Apr 13, 2012@RustyDagger
I believe you could use the data value for the mob spawner to drop as specified here:
Mob Spawner Data Values
It does note that stacking them however will destroy their unique value, i.e. make them all the same type, unless using it with creaturebox.
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Posted Apr 13, 2012Howdy Im just wondering what could be done with mobspawners in terms of picking them up with the right type and then placed again can it be done or do i need some other plugin.
I am currently using another plugin but I am looking to reduce the load created by plugins and if i can eliminate a few plugins that would be awesome. If not possible I am open to dropping that idea in favor of some other cool feature. but i'm at a loss for idea's for other features i could replace it with at this point in time :/
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Posted Apr 13, 2012Does Looting and Fortune increse the chance of getting the items? Or dropping more of them?
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Posted Apr 12, 2012Hello, there are 2 various bugs i've noticed and both are a big bug, in which in the latest build, the overirde-default-drops does NOT work properly, in any format or configuration, and i've tried to downgrade to the 1.2.3 build which IS stable, but players have a damage effect when hitting/killing a mob.
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Posted Apr 12, 2012Why are my players taking damage whenever a custom drop is dropped?
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Posted Apr 11, 2012Issue. maybe someone can help.
Permissions added to player - otherblocks.custom.farmercows
I can not get this to drop for player unless OP'ed
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Posted Apr 11, 2012@dabomb665m
Ahh, I bet I know what caused the blank message in mine, I have it giving a message that the player has been ambushed, but not until it triggers the event. I also have it set to still drop the block, so it gives the blank message when the block drops, then when the event happens, the actual message pops up:
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Posted Apr 11, 2012@ezbik
Yeah. I have a mining world that has higher density of minerals via a mineral vein map mod. Therefore, the behavior I want is people getting a unpleasant surprise while trying to mine down to the precious resources. Hopefully we can get some way to make this behavior work in mineshafts. Most people do some form of branch mining or small space mining... so spawning mobs in those cramped environments aren't really working.
As for the blank message... I never noticed that. Is it default behavior? I don't have notifications setup at all... my TML just looks like block: -drop: mob[types] delay:40-200 (without the spaces).
Also I think I might have found a bug in the current version for 1.2.5 bukkit... the default time is not ALL. IF you don't set it, I think its set for night.
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Posted Apr 11, 2012@dabomb665m
This was something I was trying to do as well to add kind of a randomish encounter :) Until its fixed, I know its probably not what you're looking for, but I set mine to only trigger on blocks that are normally found with some sort of clearing, like flowers, mushrooms, grass, and leaves. It seems to work a bit better, as they don't spawn inside walls. I put the y offset about 1 block higher so they don't spawn right on the ground too. The only problem I noticed with the putting a time delay on this was it gives a blank message in the console when the block is first broken, and can tip off an observant player. Cheers.
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Posted Apr 11, 2012Hi ZariusT and other devs...
I was wondering if it would be possible to make the "locoffset" parameter a relative coordinate to the direction the is player facing when breaking a block/entity?
For instance, player is facing north and mining a stone block, offset of 1/0/0 would spawn the item 1 step closer to the player.
Right now the offsets are absolute values, which means if I break a block with offset 1/0/0 from different directions, they all spawn to the global X offset. I'm trying to spawn monsters when a brick is destroyed to make a world I have more difficult. However, they tend to get stuck between walls when people mine in a 2x1 or a 2x2 fashion.
If the locoffset was relative to the player, an X offset closer to the player will introduce some interesting dynamics, such as randomly spawning mobs behind the player during mining etc. At the moment I have it set so a destroyed block has a chance of spawning mobs anywhere from 5-10 seconds after it is broken (to keep it random... and also to hope plaeyrs will continue to mine in order to open up space and prevent stuck mobs inbetween rocks).
Anyway, Great great plugin. I can tell you guys are true programmers from the config style and API.
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Posted Apr 11, 2012I can confirm the below that overriding default drops doesn't work in 2.6-beta1. I've various combinations of dropping "NOTHING", changing the values in the config to override defaults, but nothing appears to affect it.