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 Jan 4, 2014@FuSe18
Not familiar with more recent configs, but why do you have "enchantments_use_unsafe" and "enchantments_ignore_level" listed there twice?
@ZariusT
Is there a way to distinguish mobs killed by sentries/npcs, and mobs killed by players?
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Posted Jan 4, 2014I am currently trying to put Sharpness 10 on a sword. I Have added the ( enchantments_use_unsafe ) and ( enchantments_ignore_level ) to the config. With doing so it's still not allowing the enchant to be placed onto the weapon it will not go above the unsafe level.
I have provided a link to the config so you can see whats going on
http://pastebin.com/L8pbGhpE
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Posted Jan 4, 2014@d49s7
Mmm, currently, nope.
I may be wrong on what I'm about to say, but the issue with changing the drops as you specified, is that you're not really changing the drops of the sand or gravel block, but rather, you want to change the FallingBlockEntity when the entity type is "SAND" or "GRAVEL", which I don't believe OtherDrops currently supports.
I don't know if the BlockFromToEvent gets fired when sand/gravel turns into the FallingBlockEntity (and when it "lands"), but I've heard it's pretty tricky to work with.
If you want to make it so that sand/gravel falling on a torch doesn't turn into blocks, I believe ExtraHardMode has a workaround for that. Beyond that, I don't know of any other plugins that have some sort of "fix" for that issue, if that was what you were looking for.
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Posted Jan 4, 2014I know this has been asked before but I can't seem to find how to do it. Can you change the drops for sand/ gravel that falls on a torch?
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Posted Jan 3, 2014@CommodoreAlpha
I don't think I can - since I get no error when spawning the item in the unloaded chunk. It just doesn't turn up. I don't think people would often want to spawn items into unloaded chunks though so shouldn't be a big deal. I could possibly test if the chunk is loaded before spawning the item although that's more overhead.
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Posted Jan 3, 2014@ZariusT
If a drop/mob gets canceled because it was spawned in an unloaded chunk, could you also add a feature to notify the person who issued that command? I would imagine it would prevent people from thinking the command is broken, when they were just trying to do something invalid with it.
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Posted Jan 3, 2014@SentinelCraft @CommodoreAlpha
I don't believe Bukkit/Minecraft will let it spawn items in unloaded chunks but the world is definitely supposed to work with the coordinates. It does appear to be broken though & not reading the command properly when used together - I'll fix that for the next build.
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Posted Jan 3, 2014@SentinelCraft
(Don't include the quotation marks, just everything that's inside of it.)
"/odd 0 0 0 zombie@baby" (spawns a baby zombie in the world you're in, at the coordinate points, (0,0,0))
So, I played around with it more, and apparently the "world" argument takes no effect. Or maybe it's just me. I was in another world, and tried spawning a zombie in "world", and it just spawned a zombie at my crosshairs.
I've not tried spawning mobs/items in unloaded chunks.
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Posted Jan 3, 2014@CommodoreAlpha
Well that would answer why I cannot spawn it from the console. Since it doesnt know what world those coordinates are in.
Do me a favor and send post the exact command you used?
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Posted Jan 3, 2014@SentinelCraft
So, I decided to do the competent thing (what I should've done to begin with) and tried it out on my own server. Apparently, for some reason, you cannot specify more than one "location" argument. You must use either the world, the player, or the coordinates. I tried world and coordinates and it didn't work. But when I tried just world, it would spawn the mob at my crosshairs. If I tried just coordinates, it would spawn the mob at the world I was currently in, with the right coordinates.
Intuitively, it doesn't make sense to combine "player location" and one of the other two arguments, but I'm not sure why "world" and "coords" can't go together. You might have to bug Zarius about that.
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Posted Jan 3, 2014@CommodoreAlpha
Just tried it, Still not working. Failed to parse drop. It doesnt seem to want to accept the location.
Any other suggestions?
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Posted Jan 3, 2014@SentinelCraft
This might be a wild conjecture, but is the chunk loaded? (The chunk where the coordinates you're specifying are located.)
I'm not sure if it's possible to spawn items/mobs/entities into chunks that aren't loaded without loading them first.
Also, just to be extra safe, you might want to try "/od drop 5000 85 750 w:Pern zombie".
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Posted Jan 3, 2014@CommodoreAlpha
Im not trying to use a drop file. Im trying to use a command to drop it. Zarius has posted before that you can use the command:
/odd w:world x y z <item/mob>
But when I do:
/odd w:Pern 5000 85 750 zombie its says the location is invalid.
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Posted Jan 3, 2014@SentinelCraft
I don't use this myself, but could you paste the snippet of the drops file you're trying to use? An example, using that command, that should work is this:
Here, if you left click a zombie, one piece of red wool will be dropped at the coordinates, "0,0,0" in the world, "worldex".
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Posted Jan 3, 2014Im sorry, Im still not able to get it to work. I have tried it with the format on this page... Still not working. Can someone please paste the exact syntax of what they are using that works? I get 10:55:40 AM Server: /od drop w:Pern 5000 85 750 zombie 10:55:42 AM CONSOLE: [INFO] No valid location given, aborting.
I have tried as many permutations as I can think of. Brackets, No brackets, Changing whether the world comes first or second, ect
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Posted Jan 3, 2014@sakura_blades
It's probably ok - just due to new code I wrote to parse the items & data - it checks the data against materials first. Will be working on fixing that soon.
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Posted Jan 3, 2014@sakura_blades
So I have mobs set up:
- drop: Zombie@!!35h&4Ember_Zombie
And when reloading/starting otherdrops config files, I get this in console:
03.01 04:05:14 [Server] INFO Error: unknown material (35h)
Is there something wrong, what am I not doing right?
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Posted Jan 2, 2014@ZariusT
How did I miss this page? o_O
So OtherDrops does support it, albeit as a command rather than a parameter.
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Posted Jan 2, 2014@SentinelCraft
There is a location feature for the /odd command to drop items from OtherDrops at a particular location - I remember testing it. The command is /odd w:world x y z <item/mob> (eg. /odd w:world 200 67 100 sword~MySword) - you can also use /odd p:<playername> <item/mob> - eg. "/odd p:zarius slime^bat 20".
This was added in version 2.8b.537 so should work in the last three betas posted on DevBukkit at least.
@CommodoreAlpha: tool: ANY should cover all causes but you're right, just drop: NOTHING is all that's needed (as the other values are the default), then add the separate drops you do want (if any) after that.
Actually, reading it again I see quantity was set to zero - to be honest I'm not sure how it handles quantity 0 of NOTHING - perhaps ignores it entirely? Best to leave the quantity out.
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Posted Jan 2, 2014@Smac3223
Yes, that's where I believe you should drop it (at the bottom of the "otherdrops-drops.yml" file).
Although, I doubt your config would work. You're saying the iron golem can never drop no iron ingots. Logically, that's a double negative. So you're telling the plugin to allow iron golems to drop what they normally drop all of the time.
Instead, specify something like "drop: NOTHING" to the cancel the drop.
@SentinelCraft
Most of the variables you used are redundant; also, I'm not sure if "tool: ANY" extends to all items, or all causes. Better to be safe with a simpler config, I say. ;)
Do you mean spawn items/mobs at a coordinate via a command (from another plugin), or via OtherDrops (directly, in the form of a parameter)? You could do it by getting an external plugin that lets you spawn items/mobs at a coordinate point via its own command, then use OtherDrops to manipulate that plugin (by specifying a "command" parameter), though I'm not sure if OtherDrops supports that feature directly, as of now.
@FuSe18
What's wrong with the current build? Also, see FAQ as to why it should still work fine. Otherwise, hang tight for a 1.7.x update for OtherDrops.