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 10, 2014@CommodoreAlpha
Thanks for the response.
I have utilized... /od id mob I believe? To get the server-side ID of mobs - their names.
I've altered a drop very basic (drop 1 stone, 100% - that's it) for 5 different mod-mobs from 5 different mods utilizing their in game name. OD loads, no failures/errors about them, but when killed does NOT drop anything. No errors. No notta. Just simply ignores what otherdrops says. yet it DOES work on vanilla mobs, as expected.
So I'm not sure what is up. I would say I'd just wait till an update - but I am assuming Zarius is 'done' with the mod, and only maintaining it at the essentials needed. Even the dev-builds page is entirely offline (times out).
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Posted Jul 9, 2014@kev3200
Could you set your verbose to the highest level possible and send me a log of that? (via Pastebin)
Sounds like there's a damage event getting cancelled, but I can only confirm that by looking at a log.
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Posted Jul 9, 2014@kev3200
Try "trigger: left click"
Since it is the player "hitting" the mob, and often times when using the player as the ""tool"" (i use this lightly, plz don't tell me you want this done regardless tool, I am aware) you need to use 'left click' instead of 'hit'
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Posted Jul 9, 2014@kev3200
Still looking for a solution to my problem...
I've tried several work-arounds but none worked so far.
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Posted Jul 7, 2014@ZariusT
Thank you, just checking all plugins to find the culprit of an issue I've been having.
Nice to know I can rule out OtherDrops as a possible cause. ^.^
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Posted Jul 7, 2014Ok new problem.
I have this in my otherdrops-drops.yml:
ZOMBIE: - trig: HIT drop: GOLD_INGOT quantity: 1 command: ["/!$tell %p &cPinata Time!"]
So it does what I want it to do (drop a gold ingot every time a zombie is hit) but it doesn't actually apply the damage from my sword to the zombie. How can I make it so that the zombie drops a gold ingot, takes damage, but that the damage taken doesn't trigger it to drop more gold ingots and take more damage, etc. (Like I found out after my game crashed from an infinite gold loop...)
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Posted Jul 7, 2014@CommodoreAlpha
Ignore my previous comment. I found the Triggers page and the "hit" trigger.
@CommodoreAlpha That's ok (concerning the lack of response to my pm I'm guessing). I'll just keep an eye out for when you do respond. I've learned a lot more since that video about OtherDrops so if it's not good, I'm willing to remake the entire thing with more complex examples and such.
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Posted Jul 7, 2014Is there any way for OtherDrops to listen when a player hits a mob, and issue a command as a result?
For instance if I hit a zombie (not kill it but just hit it), OtherDrops will execute: ["/!$tell %p you have hit a zombie!"]
EDIT: I found the triggers page. Ignore this :P
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Posted Jul 7, 2014Is it possible to have enchanted books with enchantments on them as a drop? Stuff like
'drop: ENCHANTED_BOOK@!DAMAGE_ALL#4'
is yielding a blank enchanted book.
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Posted Jul 7, 2014@sakura_blades
OtherDrops doesn't register any listeners related to chunk load/unload, although it does listen to mob spawns and they spawn on chunk load, related?
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Posted Jul 6, 2014@Sabbykat
OtherDrops hooks into Bukkit's enum. If MCPC+ (I assume that's what you're using) automatically ports new mobs into this enum, OtherDrops will be able to interact with mod mobs too in the same way as vanilla mobs. Or I believe this is how it should work.
If you don't know the "internal-name" of those mod mobs, you'll have to find some documentation on that mod or ask the developer him/her/themselves.
Now, if you're using some really weird mod that handles mobs differently (probably not the case), OtherDrops can't help you there, or there will have to be some sort of workaround. For example, a mob that is actually multiple entities. Or, a mob that is not registered as a mob.
@tarossk
Everything occurs twice? That means OtherDrops is not the problem. Something is firing the event twice, and OtherDrops (as the "messenger") just reacts to each event individually, as it should.
The problem lies elsewhere - possibly a plugin, or possibly as you pointed out, the version of MCPC+ you were using.
@kev3200
Unsatisfactory response: I'll get around to it. Sorry.
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Posted Jul 5, 2014A quick question. Is there any way to alter mod-mobs and their drops? You can (from what I tested) alter mod-blocks from other mods that are not vanilla, and change their drops, and similar actions, yet monsters I cannot quite work out if it's plausible.
Any insight?
I know it IS possible to be done by modding, the mod Mob Manager to the best of my testing is able to detect and alter mobs from other mods/plugins, and change everything about them, including their drop lists. Just a matter if Otherdrops can achieve that.
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Posted Jul 3, 2014@Kofeyy
Found it thanks!
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Posted Jul 3, 2014@kev3200
%p is the parameter for the player who broke the block. It's on the Parameters page in Further documentation. There are many others in there too :)
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Posted Jul 3, 2014@kev3200
And also, what is the placeholder for the player in the command sub-option. Using "PLAYER" gives me the error of "Error: Player not found."
Does OtherDrops have a placeholder for the name of the player who broke the block?
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Posted Jul 3, 2014Also, on a side note, I'm experimenting with this plugin and was wondering if there was a way to have a command such as:
command: give PLAYER diamond 1
could be issued as a console command instead of from the player? Console keeps telling me I don't have enough perms (when de-opped) and I would like basic players to be able to do this.
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Posted Jul 3, 2014@CommodoreAlpha
I PM'd you a video I made for a simple updated OtherDrops tutorial. If you wouldn't mind taking a look at it, that would be great. I could even add or change anything to get it to satisfactory, according to you.
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Posted Jul 3, 2014@CommodoreAlpha
Thank you for trying to understand me.
The problem is that in the config I specify 100% drop one item, however, check the drop rate on these settings, there is a factor of 2. That is specified in the form of loot one item falls in the form of 2 items. 2 times 1. Config performed for animals and animals only - 2 times.
CHICKEN: - drop: 288/1/100% message: "xxx"
In game drop 2x288 and 2 messages xxx xxx 2 string
Server 1,6,4, No Mods, no other plugin
P.S. Tested, it is likely a problem kernel mcpc-plus-1.6.4-R2.1-forge965-B272, on version mcpc-plus-1.6.4-R2.1-forge965-B205 loot not see double...
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Posted Jul 2, 2014Despite it being summer, a lot of real life things came my way, so... busy, hectic, etc. Can't even form complete thoughts at this point. If you guys asked a question and I didn't get to it, please ask it again (and don't hesitate to ask other questions). :)
@pepper82
Did you check out this page? Here's an example of replacing normal fishing drops with dirt. That would be a mean thing to do to actual players, but this is just an example. :)
If you have "loot_overrides_default" set to true, the "NOTHING" should do nothing. But if it's set to false, it should erase the original drops.
The whole point of this plugin is to change drops, so yes, it's possible to change the default drops of zombies. You can also change their equipment and give them a name. Here's an example of me doing all three at once:
Basically, there's a 1/2 chance of a zombie spawning with a pumpkin on its head, and a diamond sword in its hand. And it will have the name "insertnamehere". ALL zombies will be guaranteed to drop only a block of DIRT, as "NOTHING" overrides the default drops.
The format for mob equips can be found on this page. Names always go after all other data, and can be specified as "
~<name>".@sakura_blades
ZariusT would probably have a better answer, but OtherDrops generally acts only on what you configure. Given that the ChunkLoadEvent is not within the list of triggers, the answer is "probably not".
@tarossk
I know you're Russian, and it's unfair for me to expect you to speak English, but I can't quite understand the issue you're having.
Is the problem that drops are happening twice instead of once?
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Posted Jul 2, 2014@rePeteD
Considering if you check his "profile" page, it says that he was online yesterday... I'm sure he's around..