Generates more than 28,000,000,000,000 (twenty-eight trillion) items with default settings!

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MythicDrops is a plugin that allows users to create special items that can be dropped from monsters, or spawned in using commands. These items can either be pre-made or randomized using a tier system, with customizable drop rates!


  • Built against the latest Bukkit
  • Completely customizable tiers
  • 462 possible tiers for one setup
  • Design custom items
  • Spawn Egg, Spawner, and Spawn command prevention
    • Choose what kind of spawning will let mobs spawn with items
  • Mod support
  • Extremely customizable
  • Simple to use
  • Upgradeable items through Socket Gems
  • Unidentified Items
  • Identity Tomes

Goes Well With

Adds more than a dozen attributes that can be put on items!

DungeonBridge by Nicoit
Automagically populates generated chests with MythicDrops items!


We proudly use MCStats in this plugin to gather some simple data about usage. You can make sure we don't see any of it by going into the Plugin Metrics folder on your server and setting "opt-out" to true.


Looking for Help

Want to help out with development? We are currently looking for people to do the following:

  • Documentation

If interested, join us on the IRC Channel (linked above) and talk to ToppleTheNun or Faceguy.


Notice a bug? Help us help you by letting us know! Report bugs when and if you find them, and we'll fix them right up!

Bug Tracker


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  • Avatar of ecianice ecianice Apr 30, 2013 at 00:27 UTC - 0 likes

    I sent these to the author this morning but he has been gone all day. Here are two videos I did for advanced configs- The first half of each contains the gist of the function and then I get a bit more theorycraft'ish after and talk about what I've done with my setups.

    Drop Chances-

    Naming Behavior-


  • Avatar of ecianice ecianice Apr 29, 2013 at 23:49 UTC - 0 likes

    @jcornwellshiel: Go

    This should be possible. RPG Items can define durability for items that don't normally use durability and it allows customized recipes, with custom items, from the same vanilla block id's. The durability addition also prevents that custom item from working in vanilla recipes.

    The same functionality should be possible here. Assigning 'durability' to the Nether Stars or whatever items so that they don't work in with vanilla. If there isn't a response I'll make a request ticket for that tonight.

    Last edited Apr 29, 2013 by ecianice
  • Avatar of jcornwellshiel jcornwellshiel Apr 29, 2013 at 23:32 UTC - 0 likes

    Is there any way to prevent gems from being used in their base item crafting recipes? I know I can change which base items are used for socket gems, but the ones used currently are rather nice looking for their purpose.

    My issue is simply that under default configs, my players have managed to receive nether star-based gems, from killing zombies. I don't want them to be able to craft a beacon, or really even a diamond pick, from something that dropped off a zombie.

    I've removed nether stars from the possible gem types, but it would be nice if your plugin could prevent gems from being placed on a crafting table or something.


  • Avatar of Icefuzion Icefuzion Apr 29, 2013 at 16:23 UTC - 0 likes

    @ecianice: Go

    Thanks a lot indeed.

  • Avatar of ulumulu1510 ulumulu1510 Apr 29, 2013 at 11:34 UTC - 0 likes

    I would like to read the permission wiki page, but everytime I try to it gives me a 502 Gateway error. Could you please check if there is an issue? If not, it might be my phone in some way. I have a very good connection though...

    Anyways, thank you for taking a look at it.

    EDIT: It does happen at my home computer aswell. exact message

    Bad Gateway

    The proxy server received an invalid response from an upstream server. Additionally, a 404 Not Found error was encountered while trying to use an ErrorDocument to handle the request.

    Last edited Apr 29, 2013 by ulumulu1510

    Watching the forums for:

    Massivecraft- the RPG Server

  • Avatar of ecianice ecianice Apr 29, 2013 at 05:45 UTC - 0 likes

    @rmh4209: Go

    This is why I wanted to make a video. I could do a full run though of an advanced setup in about five minutes. I'll get on that tomorrow, to release with 1.0.1

    Last edited Apr 29, 2013 by ecianice
  • Avatar of rmh4209 rmh4209 Apr 29, 2013 at 02:04 UTC - 1 like

    @ecianice: Go

    Thank you for that excellent explanation. I believe I may put that on a tutorial page somewhere.


  • Avatar of ecianice ecianice Apr 29, 2013 at 01:23 UTC - 0 likes

    @Icefuzion: Go

    There are three places to control that. The main config.yml has--

      mobSpawnWithItemChance: 1.00

    which sets the chance which a monster will spawn with a mythicdrop (wearing it, if able, i believe). This value multiplies against the monster chances to spawn with items. In your advanced_config.yml you'll find those chances--

        CREEPER: 1.0
        SKELETON: 1.0
        SPIDER: 1.0
        GIANT: 1.0
        ZOMBIE: 1.0
        GHAST: 1.0
        PIG_ZOMBIE: 1.0
        ENDERMAN: 1.0
        CAVE_SPIDER: 1.0
        SILVERFISH: 1.0
        BLAZE: 1.0
        MAGMA_CUBE: 1.0
        ENDER_DRAGON: 1.0
        WITHER: 1.0
        WITCH: 1.0

    If you set the global chance and the mob chances to all equal 1.0 then you should be ok to continue. If you would like certain mobs to have more or less of a chance, adjust that here.

    The last place you can affect drop chances is from tier.tml--

      chanceToBeGiven: 1.0
      chanceToDrop: 1.0

    Again, the values here are multiplied against the global chances per mob.

    Example Values--

    config.yml mobSpawnWithItemChance: 1.00

    advanced_config.yml all monsters spawnWithItemChance: 1.0

    now your tier.yml is normalized and any chances you set here are direct

    A value of 0.5 in your tier would be a 50% chance to drop from all monsters, all the time.


    config.yml mobSpawnWithItemChance: 0.25

    advanced_config.yml all monsters spawnWithItemChance: 1.0

    now your tier.yml is multiplied against a base chance of 25%

    A value of 0.5 would be a 12.5% chance to drop from all monsters. This is 25% chance that a monster will spawn with an item. Times 50% chance you're giving the tier to spawn. Equals a 12.5% chance that tier is dropped (from the player POV).


    Have I confused you enough yet? :D

    NOTICE: =====The tier.yml, socketgems.yml, and custom_items.yml are processed TOP TO BOTTOM for drop chances. It will read through the file, one by one, checking the drop chances. This means you should order your files from LEAST TO GREATEST chance to drop. Small chances at the top. Big ones at the bottom. If you put the high chance at the top then it will always drop (because it's checked first, with a high chance) and you will never see the lower chances down the list.

    It can get much more detailed than that on chances. Each tier has chance to use the item on a monster as well as the chance to drop the item used. Each monster can have its own chance to multiply against the global. So if global is 1.0, <monster> is 0.5 and <tier> is 0.5. The chance that <monster> will drop <tier> is = (1 * 0.5) * 0.5 = 0.25 or 25% chance.

    Last edited Apr 29, 2013 by ecianice
  • Avatar of Icefuzion Icefuzion Apr 28, 2013 at 21:35 UTC - 0 likes

    How do I lower the chance of items dropping? Someone on my farm was using an enderfarm and showed me how many items he got...

  • Avatar of rmh4209 rmh4209 Apr 27, 2013 at 23:25 UTC - 0 likes

    Version 1.0.1 has been uploaded.

    Ticket tracker has been moved back to BukkitDev for the convenience of you guys.

    Please actually make tickets in the future.


Date created
Mar 22, 2013
Last update
Apr 21, 2014
Development stage
  • enUS
MIT License
Curse link
Recent files