Creatures

This page contains a list of all creatures which can be referenced by name in OtherDrops. Creatures can be referenced in parameters in several ways:

  • If you use a creature as a drop, that creature is spawned on the spot.
  • If you use a creature as an object, you can set what the creature drops upon dying or when a player clicks on it.
  • If you use a creature as a tool, you can restrict a drop such that it must have been triggered by that creature (for instance, requiring a pig to be killed by a zombie would use ZOMBIE as the tool).

Note that all creature names (including group synonyms) optionally accept a space in place of an underscore. Creature names can also be prefaced with "CREATURE_", which could come in handy if a future block/item name ever overlapped with a creature name.

Creature List

(Links below are to the Minecraft Wiki.)

Group Synonyms

CREATURE_HOSTILE
CAVE_SPIDER, CREEPER, GHAST, GIANT, SILVERFISH, SKELETON, SLIME, SPIDER, ZOMBIE
CREATURE_FRIENDLY
COW, CHICKEN, PIG, SHEEP, SQUID
CREATURE_NEUTRAL
ENDERMAN, PIG_ZOMBIE, WOLF
CREATURE_ANIMAL
COW, CHICKEN, PIG, SHEEP, WOLF, HORSE
CREATURE_UNDEAD
ENDERMAN, PIG_ZOMBIE, ZOMBIE, SKELETON
CREATURE_BUG
SILVERFISH, SPIDER, CAVE_SPIDER 1
CREATURE_WATER
SQUID
ANY_CREATURE
Matches any of the above. As a drop, will drop a random creature.

1 That's "bug" in the informal "insects and things that are similar to insects" sense, of course.

As a drop, creature group synonyms can be prefaced with a carat (^) to force OtherDrops to spawn every applicable creature rather than just picking one. (^ANY_CREATURE can also be written as EVERY_CREATURE.)

Data Values

Some creatures support data values:

All creatures that do support data values also support the "@NORMAL" data value, to specify that only the normal variant of a mob is affected. This is because specifying only the mob-name, like "CHICKEN", will apply to all chickens regardless of their attributes (like whether they're a baby or not).

COW, CHICKEN & MUSHROOMCOW

  • BABY 2.8-beta1 and up

CREEPER

  • UNPOWERED (default)
  • POWERED

ENDERMAN

An Enderman's data value refers to the block type it's carrying (i.e. ENDERMAN@DIRT). Also note that a dying Enderman can be made to drop the block it's carrying with the parameter drop: CONTENTS.

HORSE

  • BABY (boolean)
  • TAMED (boolean)
  • HORSE (default variant)
  • DONKEY (variant)
  • MULE (variant)
  • UNDEAD_HORSE (variant)
  • SKELETON_HORSE (variant)
  • NONE (style)
  • BLACK_DOTS (style)
  • WHITE_DOTS (style)
  • WHITE (style)
  • WHITEFIELD (style)
  • WHITE (color)
  • CREAMY (color)
  • CHESTNUT (color)
  • BROWN (color)
  • BLACK (color)
  • GRAY (color)
  • DARK_BROWN (color)

The full format for a horse entity is:

HORSE@<data>!!<color>!!<style>

For example:

HORSE@HORSE!!WHITE!!BLACK_SPOTS

PIG

  • UNSADDLED (default)
  • SADDLED
  • BABY 2.8-beta1 and up (boolean)

PIG_ZOMBIE

A zombie pigman's data value is an integer which determines how long it will remain angry (0 makes it neutral).

SHEEP

  • UNSHEARED (default)
  • SHEARED

Sheep also support color values; see Data Values.

SLIME/MAGMA_CUBE

  • TINY (size: 1)
  • SMALL (size: 2)
  • LARGE (size: 4)
  • HUGE (size: 8; does not spawn naturally)

Slime size can also be specified as an integer (1-32).

WOLF

  • NEUTRAL (default)
  • TAMED
  • ANGRY

VILLAGER

2.8-beta1 and up

  • FARMER (default)
  • BUTCHER
  • LIBRARIAN
  • PRIEST
  • BLACKSMITH
  • BABY

You can combine BABY with any other type using the syntax: VILLAGER@BUTCHER!BABY

ZOMBIE

2.8-beta1 and up

  • VILLAGER (boolean)
  • BABY (boolean)

You must combine VILLAGER and BABY in order to spawn a BABY zombie. Example: ZOMBIE@VILLAGER!BABY

SKELETON

2.8-beta1 and up

  • WITHER (boolean)

Mob Equipment

You can also specify equipment on mobs - so long as they're able to equip them. Mobs that can carry equipment in vanilla Minecraft are zombies, zombie pigmen, and skeletons.

This is the current format for specifying equipment on mobs (ignore curly braces that look like {}, but don't ignore <>). Note that equipped mobs can both be specified as an object and as a drop.

MOBNAME@eq:{slot}:{material}@{data}\!{enchantment}#{ench level}<{dropchance}!!{next slot...}

Here, "slot" refers to position. You can specify "head", "body", "hands", "legs", or "feet". Material refers to the item name. Data refers to the item's damage value. The rest should be self-explanatory.

You do need "!!" rather than "!" as the main separator, and "\!" as the separator before any enchantments - this is because there is no easier way to parse the configuration. Here's an example that equips a skeleton with a diamond helmet and a diamond sword:

  SAND:
    - drop: SKELETON@eq:head:DIAMOND_HELMET@\!THORNS<50!!eq:hands:DIAMOND_SWORD@\!DAMAGE_ALL#3<50

Mob Health

To specify the max health of a creature, simply use a number as if it were a data value. For example, "ZOMBIE@20h" means a zombie with a maximum health of 20 points.

Mob Names

Mobs are named similarly to how items can be named (see Drops). However, the ~ symbol cannot be expressed alone - the "@" symbol is mandatory to include (i.e. "ZOMBIE~Example" will not work but "ZOMBIE@~Example" will).

Note that you can specify something to occur only to a mob with a specific name, or even a mob with a specific maximum HP. One must take caution, however, that specifying something like "ZOMBIE:" will work for all zombie entities in general. If you want something to apply only to nameless, normal zombies, you must use "ZOMBIE@~:" (because the <name> parameter is blank, it essentially means a nameless zombie). These same guidelines apply for any type of creature.

Multiple Parameters

To specify multiple parameters on the same creature, you have to separate each type of parameter with a single exclamation mark, "!". For example, "ZOMBIE@VILLAGER!BABY!20h" refers to a baby zombie villager with a maximum health of 20 points.

To specify both data and names, the format is the following: "<MobName>@<Data1>!<Data2>!<Etc><Name>"