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 24, 2013@Faldonboy
Thanks for that answer, I'll keep anything else related to that in the ticket.
...I already have another question, don't hit me please!
Could it be that the dyeing of sheep can't be disabled the normal way, you know, like:
?
If so, I've already come up with a workaround to disable it, but I want to be sure before I do that (because it's kind of more longish and complex).
Or am I doing something wrong here? It won't even show a message if I add one.
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Posted Jul 24, 2013If I specify any mob to drop "CONTENTS", will they drop their "inventory"? This "inventory" refers to the ones that zombies/skeletons/pigzombies have for carrying items, but apparently all mobs have this type of one-item "inventory," not just those three mobs.
The reason I'm asking is because a plugin called MonsterEffects allows you to have mobs "steal" items, and I'd like to ensure that they drop whatever was stolen via this plugin.
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Posted Jul 24, 2013@Blacklands
Blocks do not retain data of any kind, only functional blocks(chests, hoppers, etc) do.
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Posted Jul 24, 2013@CommodoreAlpha
Damn, you're right, I hadn't even thought of that... now as you said it, I'm not sure if blocks do retain their name in the world (as, when placed)... they have the default name when you pick them up again, so probably not (except chests, which indeed do retain it, but that's a feature I think). :/
To be sure, I'll file a ticket, maybe Zarius can shed some light on that, but if it isn't possible, then I'd really need something else. There's got to be some sort of block data that is retained, other than the data value... Mojang, why are you always making it so difficult for us?
EDIT: Ticket #280 created.
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Posted Jul 24, 2013Is there a way to prevent players from placing or smelting Emerald Ore in furnace?
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Posted Jul 24, 2013@CommodoreAlpha
Is it possible you could tell me why this doesn't work? The lore is set and I've tried various items now so this is one of the basic examples:
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Posted Jul 24, 2013@bananoke
@Blacklands
Scroll-clicking the tab you were writing your comment in (which closes it) is also just as bad. We all have those moments. :P
The cauldron data-value limitation issue is most likely an issue of vanilla Minecraft. Also, I thought that blocks which exist in a physical form (within the world, as opposed to inside the player's inventory) do not hold any name/lore-related NBT data, because it's not "needed". That could be wrong though. If this is the case, Zarius can do nothing about it, but if it's not the case, it's definitely a plausible feature for him to add, provided he didn't add such a feature in already (I can't find any docs on it myself).
A great question to ask Faldon or Zarius though. :P
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Posted Jul 24, 2013Great, accidentally pressed the back key and my browser jumped a page back and erased my comment.
Ok, here's the short version:
I wanted to add functionality to the Cauldron, and I need a lot of data values for that. But it seems that the Cauldron only supports data values up to 14, for anything higher, it just reverts to 14. 12 usable data values (Cauldron@3, which is a full Cauldron, to Cauldron@14) is not even remotely enough for me (for example, I was adding wool coloring via adding dye to the Cauldron, even just that is already too much for only 12 data values).
My problem could be solved if I did it via lore names instead (giving the Cauldron, when replacing it via "replacementblock", a unique lore name, and then check for that lore name instead of the data value), but it seems currently you can't check for the lore name of the block you're interacting with, only for the lore name of the tool you're using.
Does anyone have another idea how I could solve that problem? Would it maybe be possible to implement that functionality (checking for the lore name of the block) into OtherDrops? Or is it already possible and I missed that part in the documentation?
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Posted Jul 24, 2013Hej guys, i have two question about this plugin to you.
1. Is there any way to make special armor or legs that will automicaly active some kind of enchant on player who wear it?
for example Armor with enchant speed2 and when player put it on himself then i get extra speed for xxx time?
2. Is there any kind of enchant commend that will allow me to get full food bar by "right click"? For example: some kind of magic sword that allow me to get full food bar when i click right click (when i hold it in hand ofc).
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Posted Jul 24, 2013@ZariusT
http://pastebin.com/pDBmmcN1
There is the complete thing, under ENDERMAN: there is the end skeleton stuff (replaces some enderman spawnings in the end with END SKELETONs.
Under SKELETON@60h: is everything about the END SKELETON drops and stuff.
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Posted Jul 23, 2013@semirotta
"drop: NOTHING" _should_ work (ie. override default drops) regardless of the "loot overrides default" config setting. I'll look into your particular case as soon as I can.
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Posted Jul 23, 2013@CommodoreAlpha
drop nullification doesnt work from monsters or something, I have tried everything to remove the default drops from skeletons etc... I have skeleton named "End Skeleton" and it only spawns in end with the endermans, it drops arrows,bones and bows and i dont want those to drop BUT i dont want to remove ALL DEFAULT DROPS via config since then i'd have to make every single piece of mob and make their drops myself there in the config.
My config shows the armor drops, its in the End Skeletons items what it equips... there is % of dropping those items but theyre always almost broken but it just doesnt show this in the pastebin because i left that part out on purpose.
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Posted Jul 22, 2013@semirotta
Your "drop nullification" thing looks right. I'm not sure if negating a drop group like this:
...currently works. If it doesn't you have to specify all the tools individually. For your attackrange, you might have to tweak it a bit, because I'm sure people can punch a cactus block from slightly more than two blocks away. Just keep tweaking at it until your happy. Also, don't forget to specify the "HIT" trigger, if you want people to be poisoned when they punch the cactus with a non-tool item. Other than that, it looks fine.
What exactly do you mean by "End Skeleton"? Did you mean a "Wither Skeleton"?
To cancel out vanilla drops, I believe you have to set the "override-drops" option to "true" within the configuration. Otherwise vanilla drops will still drop.
I have no idea what could be causing your armour issue. Your paste shows no armour drops, so I can't really help you there until you provide a more "complete" paste of your drops. Sorry. :/
@Faldonboy
Thanks for clearing up the confusion. :)
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Posted Jul 22, 2013@semirotta
still waiting if someone knows these. Good nights now all!
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Posted Jul 22, 2013@Blacklands
Cooldowns are applied to whoever triggers the drop/event.
Added an example for pset.hunger(use xp/speed/exhaustion in the same way) and took an example of cooldown from one of my configs. You can find them on the 2.8 beta-page found here
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Posted Jul 22, 2013@Faldonboy
Is "cooldown" also usable without specifying a player? So, it automatically assigns the cooldowns to the players that trigger the drop? If so, could you give an example for that?
Also, when you've got the time, some documentation on "pset" would be very nice. ;)
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Posted Jul 22, 2013@semirotta
If that even works it would still be an alias, better to use the actual Bukkit name when possible.
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Posted Jul 22, 2013@Faldonboy
Or perhaps COW@MUSHROOM?
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Posted Jul 22, 2013@MikyoM
Are there any warnings in console when you reload OtherDrops? If you see something about an invalid mob name or biome name that would be the cause. I don't see anything wrong with it though. Try switching MOOSHROOM to MUSHROOM_COW. Mooshroom is just an alias and it might be having an issue with it.
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Posted Jul 22, 2013So i got most of my mob spawns to work and drops, but i still got some issues with these Not sure if i did anything wrong, any help? first one worked with spiders, and it works in plains, but i cant get it to spawn on mushroom biomes.