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Compatibility

Compatibility · compatibility · Tradery · updated in 1.2.0

Every mod on this page is optional.

Tooltips and recipe viewers

Jade and WTHIT show the owner, the offer and the stock of vending blocks and market counters, what a trade crate wants and the item in a display block. On a bell they show the village: name, level, prosperity, specialization, patron, treasury and what it is saving for. While one of the two is installed, Tradery's own hints at the top of the screen are off, because they'd say the same thing twice. vending.hint: ON in client.json5 brings them back.

With JEI or REI you can drag an item from the list into the goods, price and facade slots. Both also get information pages for the blocks, the coin ore and the coins.

EMI isn't supported yet.

Web maps

BlueMap and squaremap get two layers. One has the villages with their level, prosperity, treasury, specialization and patron. The other has players' shops with the owner and the offers: vending blocks, market counters and trade crates. A shop is a gold coin on squaremap and a pin on BlueMap.

BlueMap's web page with a village seen from above and a popup that reads Oakford, Town, prosperity 1789, treasury 640.00, specializes in Trade, patron Player0
BlueMap in a browser, not the game: the popup of a village marker

The layers are rebuilt every 60 seconds (integrations.maps.updateSeconds). A village shows up once its bell has been loaded while the mod was running. Market stalls belong to the server and get no pin.

Village mods

  • ChoiceTheorem's Overhauled Village: market stalls generate in its villages too. A stall takes the closest of the five vanilla styles.
  • VillagersPlus: its alchemists, horticulturists, miners, occultists and oceanographers shop at players' blocks and supply buyback blocks.
  • Guard Villagers: the Watch Post project brings two guards along with its iron golem. The README lists this for NeoForge (26.3, 1.21.1) and Forge (1.20.1).

For servers

  • LuckPerms and other permission mods: every tradery.* node from the commands page.
  • Text Placeholder API (Fabric): %tradery:balance%, %tradery:balance_short% (like 1.2K), %tradery:balance_raw% (the bare number), %tradery:top_name N% and %tradery:top_balance N% for place N of /baltop, and %tradery:currency% for the symbol.
  • Common Economy API (Fabric, built in): other economy mods that use it read and change Tradery balances. In /tradery history such a movement is marked "Another mod".

Minimaps need nothing. The village title appears at the top centre of the screen to stay out of the corners they use.

Not tested, not working

  • Create and Mekanism: coin ore isn't tagged as an ore, so their machines shouldn't be able to multiply it. I haven't checked this in the game on 26.3.
  • A vending block or counter whose goods came from a mod you removed keeps its price and settings and loses only the sample.

Economy API

Other mods can use Tradery's money through dev.eliasnvx:tradery-api:1.2.0+26.3 (+1.21.1 and +1.20.1 for the other versions). The classes are inside the mod's own file and are the same on every loader.

TraderyEconomy.get() works on the server thread. It gives player accounts by UUID, your own system accounts, and transfer, deposit and withdraw, each returning a success or a failure with a reason. Amounts are long values in the smallest unit: 500 is 5.00 with two decimals. Every movement carries a reason id such as tradery:vending/sale, which ends up in events and in the transaction log. Events cover transactions, balance changes, vending purchases, placing and configuring a vending block, mined coin ore, picked-up coins and rewards; most can be cancelled.

The full guide is in the repository. It doesn't name a Maven repository yet.