DropHeads
DropHeads
Let the head hunt begin!
Using high quality textures 85% supplied by Minecraft-Heads.com ❤️
Highlights
- Super configurable
- Heads as a loot drop, or with a command
- Huge variety (e.g., snow fox, lime sheep, zombified swamp farmer villager, …)
- Behead messages and translation support
- Regularly updated heads from the latest Minecraft snapshots
- Complete API for other developers to hook into
Configuration
Default values picked to fit well on most servers,
However, if you like getting into configuration, here's just a taste of what you can do:
- Adjust drop rates based on mob type
- Adjust drop rates based on ticks-lived
- Adjust drop rates based on what weapon is used
- Adjust drop rates based on spawn conditions (Breeding, Spawners, /summon, ...)
- Require using specific weapon(s) to get heads to drop
- Enabling charged creeper head drops
- Change any head textures, or add your own
- Optionally require killed by a player (configurable what counts as 'killed by a player')
- Opt-in automatic updates
- ...and more! Check out config files in the GitHub repository
Permissions
For an always update-to-date list, check here.
dropheads.canlosehead: Can drop a head upon death
dropheads.canbehead.<mob_type>: Can get heads from killing the given mob
dropheads.alwaysbehead.<mob_type>: Get heads for 100% of kills (unless canlosehead is false)
dropheads.silentbehead: Avoid triggering a global behead message in chat *
dropheads.canplacehead: Can place a head as a block
dropheads.clickinfo: Can see the name of a head by clicking it *
dropheads.spawn: Can get heads with a command *
dropheads.droprate: Can check head drop rates with a command
* = has sub-permissions
Troubleshooting / F.A.Q.
Q: Heads are not dropping!
A: There a many possible causes; here is a quick checklist of things you should try:
* Check if another plugin is causing the issue (compatibility)
* Check if you have the dropheads.canbehead permission
* Check head-drop-rates and spawn-cause-modifiers configs (e.g. spawn egg rates are nerfed!)
* Keep in mind the time-alive, weapon-used, and looting modifiers.
* If killing a player, check if they have the dropheads.canlosehead permission
* If you have modified your config files, check them carefully for other causes
Q: Does this plugin cause lag?
A: It shouldn't! I hear it is much faster than Xisumavoid's datapack :)
Q: Can I edit the head textures (i.e., to match a resource pack)?
A: Yes! Look in the head-textures.txt file
Q: Migrating from another heads plugin?
A: It should be an easy drag-n-drop replacement, but if you have any issues let me know!
Q: How do I install on Forge/Fabric/Singleplayer?
A: DropHeads currently only works on Bukkit and its forks (Spigot, etc); try the MMH-Nano datapack
Q: Where do I get help / report a bug?
A: You can post a comment below, create a bug report, or DM me :)
Q: Older versions of Minecraft?
A: Currently, DropHeads runs on 1.13+. You can find older DropHead jars for 1.12 in the Files tab, otherwise seek out a plugin with support for legacy versions, such as PlayerHeads.
Planned
- Fabric support
- Improve existing textures
- Tropical Fish heads (have the 22 common ones, still need the 3104 rare varieties ☹️)
- Horse variants (for the different patterns)
- Carpeted llamas
Please reach out if you find bugs or have a texture suggestions!
In reply to siulung201314:
I think the feature to replace all heads is too complicated to do in the plugin right now, so it might not happen (for a while).
The feature for adding custom item lore is not specific to just heads, it would be better to find another plugin which already does it and then let users set lore on head items. (Unless you want it to have custom lore on the head when it is dropped, in that case it might require using the DropHeads API).
In reply to EvModder:
I have an idea about the function of replacing heads.
I am not sure if it can make the feature less complicated or not.
Head A is only updated to be head B when head A is being placed or dropped on the floor.
Because I notice that a certain mob head created in old version can be updated to be the same mob head of new version when it is placed or dropped on the floor.
In reply to siulung201314:
That is a good idea, I will do it in that way. I am nearly ready to release the next update for the plugin.
Update: The plugin update is posted :)
In reply to EvModder:
I have tested the feature.
It works very well.
Thanks for saving my time!
How come ops have 100% drop rate for heads? I don't see a permission or setting in the config that affects this. Anyway I configure ops to have the same drop rate as default group?
In reply to JeY_k:
This is probably due to a custom permission plugin you are using. Most permissions plugins "play nicely", but there are a few out there that like to give ops all the "* permissions", which basically means it will give them the 'dropheads.alwaysbehead' permission (and everything else, for every other plugin) unless you explicitly negate it.
The way to do this will depend on your individual permission plugin; the usual culprit for this issue is JPerms, which I think someone else asked about / figured out a while ago (somewhere down below).
If you get stuck and can't figure it out we can follow up in DMs and I can try and figure out what's causing it by looking at the specific server setup/config files
In reply to EvModder:
Thank you for the reply! A global permission was certainly the issue. I'm using LuckPerms.
By executing the following command, the global permission for ops can be overridden:
Thanks for your help! Love the plugin :)
In reply to JeY_k:
Glad you were able to fix it! LuckPerms is a big plugin, so this comment will probably be useful to many future people, thanks for posting how you solved it
Does someone know how big is the plugin file?
In reply to toroexd:
If you click on the "File" tab at the top of the page, it will so the file size (unless you mean something different?)
Most of the file size is from the texture URLs file, so if you wanted to delete some of the head variations you can make the plugin file much smaller..
May I request a feature?
Players with different permissions will have different chance to get the head.
For example, a normal player kills a rabbit and has 1% chance to get a rabbit head.
If he has a VIP permission, he will have 1x2% chance to get the head.
In reply to siulung201314:
Sorry I didn't respond for 3 days, I am not sure the best way to implement this feature.
Approach #1:
In config.yml have custom permissions "dropheads.group.<group_name>: <number>" for a custom drop chance (multiplied by <number>).
Approach #2:
Separate head-drop-rates.txt file for each "dropheads.group.<group_name>" permission group
Or it could be both
In reply to EvModder:
I think both of the two ways are good.
The first one is fast and easy for users to set up.
The second one needs more times to set up but user can make more variable head-drop rate for each group.
I can't seem to get the enderman camouflage heads option working, what is the syntax for that config option? I want to make it so we can wear enderman heads to blend in among them.
In reply to DuncanFyffe:
Try setting it like this:
endermen-camouflage-heads: ['ENDERMAN']
Edit: It looks like this setting broke for heads dropped in DropHeads v3.6.11 (I just uploaded a fixed version of the plugin; v3.6.11.2)
In reply to EvModder:
Thanks, I did think I had it working when I played with this plugin a few months ago. But I only just got around to adding it to the community server I run.
I don't see the new version yet but I'll update when I do.
I love the config options. I set it so gold axes give 10x the drop rate so everyone is running around with gold axes now.
In reply to EvModder:
So it works, but not on enderman that have taken damage. Couldn't test with all kinds of damage, but ones that have taken fall damage still agro when I'm wearing the heads, (but not with the pumpkin).
I discovered this testing it on the enderman at the enderman farm and thinking it was still broken.
In reply to DuncanFyffe:
Ah okay, thanks for noticing I'll look into it. I think the plugin has code to try and mimic the Pumpkin-helmet behavior, and I thought enderman would attack you if you attacked them, even while wearing a pumpkin. I'll make sure that's accurate and check the damage source as well
In reply to EvModder:
Yeah they will attack when the damage is from the player regardless, that works the same with both the pumpkin and this plugin. The only difference I found is enderman that have taken fall damage unrelated to the player they agro while wearing the mob head but not the pumpkin head. I'm not sure about other sources of non player inflicted damage.
I find a bug in v3.6.11.
There are some heads that cannot be stacked together.
For example, there are three spider heads.
The first spider head is got by killing a spider in v3.6.10.
The second spider head is got by killing a spider in v.3.6.11.
The third spider head is got by placing on the floor and then breaking it in v.3.6.11.
The three heads cannot be stacked together.
I think that the second and third spider heads should be stacked together because both of them are created in v.3.6.11.
There may be another issue.
A player reports to me today that he cannot repair the iron golem head by using a iron ingot.