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)

Core Features

Note: features in orange are only available in the latest beta versions

  • 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
  • Where-ever possible the official Bukkit lists are used so OtherDrops:
    • supports all current and future blocks, items & mobs
    • supports all current and future enchantments & potion effects
    • supports all current and future biomes, spawn reasons & tree species
    • supports all current and future 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
    • Custom HP (health) for any mob
    • Custom equipment (w/custom drop chance)
    • Baby animals (all "Ageable" mobs - chicken, cow, pig, etc)
    • Tame wolves (including collar color) or cats (& different cat types)
    • Sheep colors and/or whether they haven been sheared
    • Villager professions
    • Powered creepers
    • Baby & villager zombies
    • 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.


  • 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])
  • Add lorename requirements
  • Heroes class & level conditions
  • Cooldowns


  • Apply actions alongside the drop (or even without a drop)
  • Damage tools
  • 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


  • 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!


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.


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.


Many long nights are spent improving OtherDrops so if you like it please consider a donation to my coffee fund :) Donate


  • OtherDrops uses Metrics for anonymous usage stats (learn more).

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  • Avatar of ZariusT ZariusT Nov 21, 2014 at 13:53 UTC - 0 likes

    Just added 3 tutorial videos (courtesy of others) to the Videos page - languages: one English, one French and one German.


  • Avatar of ZariusT ZariusT Nov 21, 2014 at 13:18 UTC - 0 likes

    Unfortunately I don't believe that OtherDrops can yet handle mod mobs & biomes as these do not just extend the standard MineCraft enums - I do plan at some stage to investigate further and look into supporting these :)

    I also plan to add an enum export function to OtherDrops - to allow creating some docs on the acceptable list of creatures, blocks, biomes, etc - this should be fairly easy to do.

    Last edited Nov 21, 2014 by ZariusT
  • Avatar of mrretrus mrretrus Nov 21, 2014 at 12:39 UTC - 0 likes

    Im not sure what you mean by technical name :\ The mod is biomes o plenty, and Im not sure where to find what you are describing in the context "minecraft:apple" or something.

    It would be awesome if I could use the biomes defined by this mod to cause other drops- where in the mod could I look, and what exactly would I be looking for? When I use the layout "biome: Forest" that works, but if I just put in the name of the biome added by the mod it doesnt work, nor does using the ID.


  • Avatar of CommodoreAlpha CommodoreAlpha Nov 20, 2014 at 05:39 UTC - 0 likes

    @delsolsi213: Go

    Yes, it's possible, but I'm rusty. Try testing this to see if it works; if not, you can play with it to see if you can get something to work.

        - drop: [STONE_AXE@!DAMAGE_ALL#4!FIRE_ASPECT#2~&9Test Axe;§eThis is line one;§eAnd this is the second line/1/80%]
          world: WorldNameHere

    This should translate into an 80% chance of any block within "WorldNameHere" dropping a stone axe with Sharpness IV and Fire Aspect II. The stone axe's name will be "Test Axe" with the &9 colour code, whereas the first lore line will be "This is line one" in yellow followed by another lore line with "And this is the second line" in yellow.

    I set the chance high so you'll have an easy time confirming if it works or not. Remember to change the worldname too. Last but not least, an important note from the "Drops" page:


    An Important Note: If you want to specify colour coding within lore, there is a current bug where ampersands (&) are not read. You must use the section symbol (§) in place of the ampersand, AND you must use UTF-8 encoding, NOT ANSI encoding (which is usually the default).

    Sure, I'd love to include my server IP here. But it's under construction, and I wouldn't want to get sued for players wandering inside and getting hit by a random beam of steel floating about. And no, I doubt plugins would make very good lawyers either. I've never seen a plugin that forced you to sign a contract do so well.

  • Avatar of Graitt Graitt Nov 20, 2014 at 04:32 UTC - 0 likes

    <<reply 2397850>>

    Once again, thank you.

    I knewd about my dot.names being useless, but at that momment it seemed to be a last chance, because I already tried all I could come up with.

    Truth was indeed hiding in the Cauldron prefixing, and I got lucky guessing it.


  • Avatar of delsolsi213 delsolsi213 Nov 20, 2014 at 03:10 UTC - 0 likes

    @CommodoreAlpha: Go

    allright thanks, 1 last question, is it possible to add a drop to all blocks in a specified world to have a small % chance to drop an item with a name lore and enchant?

  • Avatar of CommodoreAlpha CommodoreAlpha Nov 20, 2014 at 03:02 UTC - 0 likes

    @delsolsi213: Go

    Short answer: no.

    A chest is a tile entity. A tile entity can be thought of as a block that contains specific data, such as what kinds of items are inside, what text it has, etc. OtherDrops does not support tile entity data (as you can tell, it would be rather complicated to do so).

    I do know that plugins which do as you describe exist, but I don't remember their names or if they even work now.

  • Avatar of delsolsi213 delsolsi213 Nov 19, 2014 at 21:48 UTC - 0 likes

    would it be possible to make it so theres a random chance after mining lets say stone blocks to spawn a chest, and the chest have random items lets say tools enchanted with name and lores?

  • Avatar of CommodoreAlpha CommodoreAlpha Nov 19, 2014 at 19:21 UTC - 1 like

    @Graitt: Go

    Now, now, adding mods to the mix of plugins can be a tricky business. Don't get all hung up in it, you'll figure it out in time.

    "Names with dots" - pardon me, but when I said "technical name", I should've been more specific. I guess the most concise definition of "technical name" is the mob's ID, much like "minecraft:air" is the ID for an air block. The "names with dots" you're referring to is not the technical name, it's a "class" specified within the code to represent/define that mob.

    (Side note: I don't know any programming, so my vocabulary may be erroneous.)

    "ARMADILLO" would seemingly be the correct name to specify. Why it doesn't work, I can't tell at first glance. Do you happen to be using Cauldron? You could also get support there if need be. (Erroneous vocabulary inbound) What's supposed to happen is that each mod imports its enum - or list of "things" like items and mobs which contain their IDs - into Bukkit's enum, and OtherDrops just reads from this new enum. Seeing as OD is saying "unknown material", it's not recognising the name at all. Either it's still the wrong name (perhaps Cauldron prefixes the mod's technical name onto each mob's technical name) or the enum isn't getting imported at all.

    Try "PROJECTZULU_ARMADILLO" to see if that works. It's essentially the mod's name prefixed onto the entity's name (don't forget the underscore).

  • Avatar of Graitt Graitt Nov 19, 2014 at 10:42 UTC - 0 likes

    I completely fail at adding mod mobs to OD. Using the latest version.
    It always shows Error: unknown material (mymobnameshere) when I  /od reload.
    I tried so many types, obviously doing something wrong. Need some help or guidance here.

    Names with dots seem to be useless (if that matters at all), only the part before the dot is shown by OD in the console error.

    Tried this names (and a link, where I found the "name"):







Date created
Aug 27, 2011
Last update
Jul 04, 2013
Development stage
  • enUS
GNU General Public License version 3 (GPLv3)
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