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 mrretrus mrretrus Nov 24, 2014 at 04:25 UTC - 0 likes

    Thats silly- And yes item ID's work. Which is actually a great thing to note- I can make any mod block or item work with any other mod block or item. However both mobs and biomes seem to only be by bukkit name, so that kills a huge functionality of this plugin for FTB and other modded server. If it was possible to get mobs and biomes by ID like with blocks and items, this would have the capability to replace dozens of plugins altogether (mcmmo, rpgitems, zombie apocalypse etc)

  • Avatar of CommodoreAlpha CommodoreAlpha Nov 23, 2014 at 22:29 UTC - 0 likes

    @mrretrus: Go

    That's very strange. You might want to try asking ZariusT about this. Numerical IDs for items work fine for me, so I'm not sure why identifying a biome by ID wouldn't.

    EDIT: Also, this following line just occurred to me as I skimmed the Bukkit javadoc on biomes:

    public static Biome valueOf(String name)

    It seems to suggest that the Bukkit enum for biomes only takes string names, so that could be why OtherDrops doesn't read for IDs.

    Last edited Nov 23, 2014 by CommodoreAlpha

    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 mrretrus mrretrus Nov 23, 2014 at 22:17 UTC - 0 likes

    Just for the sake of fully exploring this, I tried using the ID generated by the recipemanager plugin. The ID of 4 doesnt work for plains but the name plains does. Heres a pastebin of what it listed, and it looks liek everything is there but it doesnt work with ID's...


  • Avatar of CommodoreAlpha CommodoreAlpha Nov 23, 2014 at 04:38 UTC - 0 likes

    @mrretrus: Go

    For IDs, you can either use the name or the number. All parameters take whatever value is considered valid, and because the number and the name are just two different names for the same value, they're both equally valid. Or should be equally valid. If one doesn't work, try the other; if both don't work, then that's another problem entirely.

  • Avatar of mrretrus mrretrus Nov 22, 2014 at 18:42 UTC - 0 likes

    Im not using cauldron Im using mcpc (forge and bukkit) since Im running a FTB Unleashed server. I was wondering what the value IS to check by id. Because biome: Forest, works, but would I have to use somethign like biomeID: 4 since biome just checks for a word?

  • Avatar of CommodoreAlpha CommodoreAlpha Nov 22, 2014 at 01:05 UTC - 0 likes

    @mrretrus: Go

    I'm actually not sure. One of my mods adds a couple of potion effects, but when I use the native Minecraft command to give myself a potion effect with the correct ID number, it fails to recognise the ID number. This suggests there's a problem with the server-platform in that Bukkit isn't registering everything Forge imports.

    OtherDrops probably does support the use of ID numbers - names from the enum, I'm not quite as sure. If you're able to use IDs for items but not for things like mobs, biomes, enchants, etc., it would suggest that the problem lies somewhere within Cauldron.

  • Avatar of mrretrus mrretrus Nov 22, 2014 at 00:12 UTC - 0 likes

    That plugin is very useful! It was able to compile all the information on my server, and even compiled the list of the modded ID's, and what they are called. So then it must be possible to read this info, but I guess you guys were saying this is a feature that has yet to be implemented in otherdrops? I can now see both enum and ID, both of which Ive tried and it doesnt work with otherdrops :\ Would that mean whether it's enum or ID we can only use vanilla stuff for your plugin?

    Last edited Nov 22, 2014 by mrretrus
  • Avatar of CommodoreAlpha CommodoreAlpha Nov 21, 2014 at 22:42 UTC - 0 likes

    @To everyone who uses a Cauldron server and would like to know what the heck modded stuffed are named (including but not limited to items, potion effects, enchantments, biomes, mobs, etc.)

    This is quite a strange suggestion, but trust me on this. There is a plugin called RecipeManager. Now you might be wondering, "but I thought you were guiding us on how find documentation for our mods, we don't want a recipe-changing plugin!"

    Well, it is a recipe-changing plugin, but it also has the ability to list all this stuff for you! Download RecipeManager, run it on your server with all the mods installed on it. Go to your RecipeManager folder (in your plugins folder), and open up a file called "name index.html". You will find pretty much all the names there. However, I'd like to warn that this plugin documents numerical IDs according to your server.

    Now, if you use the technical name of anything in any other plugin, and that other plugin doesn't recognise it, it's because that other plugin only specifically supports vanilla and does not read the enum.

    @mrretrus: Go

    Numerical IDs will be deprecated in the future, although I'm sure you already know that. The problem is that to my knowledge with other things like items, numerical IDs are handled dynamically, so you might just want to figure out what the biome enum is.

  • Avatar of mrretrus mrretrus Nov 21, 2014 at 22:13 UTC - 0 likes

    Would it be possible to check biomes (and maybe even mobs) by ID instead of enum? They still have have to be ID's in some sort of final array right? Even in biomes o plenty there are biome ID,s and this information is somehow being extended to the biome info when you press F3, so perhaps hooking into that could make it possible, and maybe even for mobs as well. I know in a different mod it makes Jungle Spiders mob ID 103, so if I can check biomeID: X instead of just biome(enum) that might work... Can i check by ID?

  • Avatar of Graitt Graitt Nov 21, 2014 at 19:16 UTC - 0 likes

    <<reply 2399055>>

    So sad. You just killed me and so many hopes ;]
    I was just happy when OD finally started accepting my mob names without errors.

    Modded minecraft seriously needs a good tool for customizing mod mob mechanics, especially drops. There are so many mobs this days and they are always a problem for ballance at least.

    If theres anything I can do to help you with the mod mobs support, I could try.
    I know a bit less than nothing about programming, but perhaps I could test...

    Last edited Nov 21, 2014 by Graitt


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