OtherDrops
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)
- Install & setup first custom drops
- Customising mob & block drops
- Customising money & XP rewards
- Customising fishing rewards
- Customising mob spawns
Core Features
- 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
- Future Support
- Where-ever possible the official Bukkit lists are used so OtherDrops supports all current and future:
- blocks, items, mobs, enchantments, potion effects, biomes,
- spawn reasons, tree, 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, HP (health) & equipment for any mob
- Baby animals (all "Ageable" mobs - chicken, cow, pig, zombie etc)
- Tame wolves (including collar color) or cats (& different cat types)
- Sheep colors (and sheared/unsheared)
- Villager professions, villager zombies, powered creepers & 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.
Conditions
- 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])
- Lorename, Heroes (class & level) conditions
- Cooldowns
Actions
- Apply actions alongside the drop (or even without a drop)
- Damage tools and/or 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
Ideas
- 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!
Documentation
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.
Thanks
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.
- CommodoreAlpha: community support on the comments/forum, assisting with documentation.
Many long nights are spent improving OtherDrops so if you like it please consider a donation to my coffee fund :)
- OtherDrops uses Metrics for anonymous usage stats (learn more).
It's meant to drop item 411, called "rabbit" which is raw rabbit meat, but it just makes rabbits spawn more rabbits on death. How do I make it drop "rabbit" instead of a rabbit?
Asking for a big BUMP for this old issue, which is still keeping us from using prism with otherdrops: https://github.com/Zarius/Bukkit-OtherBlocks/issues/321
@ZariusT
CIT is not anything particular Related to OtherDrops. :)
CIT is Custom Item Textures from MC-Patcher, it lets you switch Item Textures based on certain Conditions. (MC Patcher is a mess for me in 1.8 though)
@LanToaster
What's the CIT stuff?
I'm keen to get back to coding soon however I seem to have inadvertently messed up my boot partition, working on getting the PC back up and running.
@Noxcode
As far as I know, you dont want to do that in 1.8
As (at least for me) all blocks and Items that have unknown metadata are rendered as Pink/Black cubes.
If you replace them with CIT, the Texture gets just applied to the Block (Which looks weird) in case of Items.
@AshvaleStaff
if name can't be checked ;
You can already do that by using damage (metadata) as condition on items.
Moreover if you want to add CIT (custom item texture) it's a simpler way.
Even if you can't custom a tool with that, but for consumable or passive items, it's better. Players will also be able to change the name of the item with the anvil without altering its effect.
@AshvaleStaff
I have that kind of Stuff, thats why I use the older Version with the Exceptions on LeavesDecay and Mob-Spawning on WorldGen.
I'm also very keenly awaiting name checks to be fixed, I've got all sorts of plans for things I can add (food with special effects, items that spawn bosses, items that start a dungeon instance, etc)
Thanks CommodoreAlpha, I'll give that a shot - I missed the "!" notation because on the "data values" page it specifies: "If you wish to specify both a color and a shear status, separate the values with a slash (eg. SHEEP@SHEARED/BLUE)."
That must be outdated? I'll give the ! method a shot :)
Afaik the version. " 2.8b.596" has the Name Checks Broken.
I currently use : 2.8b.582 where the NameChecks are working. But each time a Leave decays it throws errors in my Console, (Annoying as hell), also when Generating a new World (Using TC) there appear to be lots of Errors regarding Mob Spawn Event and Other Drops. That is porbably also fixed the newer builds.
The Page for Dev-Builds doesnt work for me. I get a generic Error: "Cannot establish Connection to "otherdrops.dyndns.org:8080""
(Roughly Translated)
@LanToaster
What do you mean by "a version where names work"? What kind of names are we talking about? And do you happen to be using the latest dev build of OtherDrops?
@InsanitysMuse
Firstly, you should check the bottom of this page. It's not "SHEEP@UNSHEARED/WHITE", it's "SHEEP@UNSHEARED!WHITE".
With the former, it might cause all of them to trigger because OtherDrops reads "SHEEP@UNSHEARED" and ignores the colour; this would then extend to all unsheared sheep.
As for "WOOL@THIS" not working, that's a bug; you should report it to @ZariusT.
And for your "bonus question" (sounds like extra credit), specifying an "enchanted tool", regardless of enchantments is not currently possible. If you want, you can submit it as a suggestion to @ZariusT via the "tickets" section.
I'm having problems with altering sheep wool drops from shearing, and it seems to be tied to the color parameters being ignored for some reason. Not sure what I'm doing wrong. I've tried multiple approaches so far, this is my current one:
SHEEP@UNSHEARED/WHITE:
- tool: shears
trigger: RIGHT_CLICK
drop: WOOL@WHITE/1-9
I made one of those for every color, except they ALL trigger no matter the color of the sheep, so it's not restricting it to just white sheep (which is amusing but perhaps too abundant). My first approach was simpler but just did nothing:
SHEEP@UNSHEARED:
- tool: shears
trigger: RIGHT_CLICK
drop: WOOL@THIS/1-9
The "@THIS" was causing it to not work. No error, just no wool would spawn. If I set it to a specific color it would fire as expected.
For either of these variations, what am I missing? I've combed through the documentation like 3 times and can't figure it out.
Edit #2: bonus question - is there a parameter for a tool just being enchanted, regardless of the enchantment? I like the examples of turning iron armor into iron ingots and would like players to be able to turn enchanted tools into xp with an anvil, but I don't see a just "enchanted" parameter anywhere so wondering if this is even possible.
Hmm, yea there is an Option for that in the Configs. Thanks, ...
anyhow. Still doesnt work. I tried applying 100 Damage to everything in 200 Radius (For Testing Purposes)
- trigger: HIT
tool: [276@!LOOT_BONUS_MOBS#4!&6Runenklinge]
chance: 75%
cooldown: strbuff.%p@5
damage.radius: 100
potioneffects.attacker: [Strength@60@1, HEAL@1@2/50%]
And, well. The Thing I Hit got instakilled. Nothing else though, but thats just a minor thing. Dont really need it. (Would be Nice, but not neccessary)
I would love waaaay more, a Version where Names work and the Error with Leaves Decay is fixed. (Much Spamm in my Console)
EDIT: Okey, The damage.radius works. But Only on Players. :)
@LanToaster
Huh, I don't know why I wrote that in there. I "fixed" it, although I think the .radius extension on those parameters is still an experimental feature (one reason being that it's kind of "primitive" right now).
There should be an option for "radius" in your global configuration file. You specify the radius there (I believe the default is 10 blocks). I know that's not a good implementation and highly limiting, but it's up to ZariusT to change that.
I just wanted to mention: damage.radius
doesnt appear to work.
The Documentation says it should be used something like this: damage.radius: 1@2
But if you try to load it throws an Error that he doesnt like the value.
If you dont do the @2 it doesnt throw any errors. But doesnt appear to work either.
@Becto
OtherDrops just reads off of the entity enumeration; there could be two issues here. The unlikely issue is that "ANY_CREATURE" refers to all entities. The likelier issue here is that armour stands are not treated as a special type of interactable entity (i.e. minecarts).
Hey,
For some reason, Apparently armour stands are in the ANY_CREATURE group? As they drop items added to that list. (version 573, is this fixed in the newest version?)
@Noxcode Thank you very much, now I can stop giving out awkward pieces of cobblestone.
@Karudel
You need to use ALL things the player can target.
There is a special object for that :
@ZariusT
One other quick question I have for you is; Is it currently possible to make an item that you have in your hand to turn into nothing on right or left click?
--
Aside from that are you going to be porting this plugin over to Sponge Powered?
Thanks for your answer as well, it just simplified a lot of things in my server and lowered my servers average delay per tick from 49ms/t @ 30 players to 42ms/t @ 30 players.