Data Trader
Loading data...
Defining the trades
File structure
The trader can receive an ID for a trader offers "recipe". This is a list of single trader offer
s. An example
file could look like this:
{
"Offers": [
{
"buy": {
"tag": "forge:gems/diamond",
"count": 3
},
"buyB": {
"item": "minecraft:wooden_pickaxe"
},
"sell": {
"item": "minecraft:diamond_pickaxe",
"nbt": "{Damage:0,Enchantments:[{id:\"minecraft:efficiency\",lvl:2},{id:\"minecraft:unbreaking\", lvl:10}]}"
},
"rewardExp": false,
"xp": 0
}
]
}
This example includes only one trader offer. The trader will sell the diamond pickaxe in sell
in exchange for the items specified in buy
and buyB
.
Offer Configuration
Name | Required | Default | Description |
---|---|---|---|
buy | ✅ | The item(s) player must provide for the trade | |
sell | ✅ | The item(s) the trader gives to the player | |
buyB | ❌ | Air | Optional second item required from player |
rewardExp | ❌ | false | Whether the player receives XP from trading |
xp | ❌ | 0 | Amount of XP points awarded for the trade |
Where to put it in?
You use a data pack to provide these files. These are located at <modid>/trader_offers/
. An example can be found
here.
How to use?
You spawn the trader using the /summon
command, or by using the spawn egg. After this, you use the command
/datatrader setOffer @e <modid>:<path>
to set the recipe. This can also be done by datapacks.
For a normal trader, I recommend setting NoAI
to true
.
You can also summon a trader with a specific trading table by using the
command /datatrader summon ~ ~ ~ <offer_id> <NoAI>
Setting custom skin overlay
Just put a texture to <modid>:textures/entity/trader/<offer_id path>.png
. This texture should be something like the
profession overlay texture, e.g. minecraft:textures/entity/villager/profession/cleric.png
.