Wandering Merchants replaces the vanilla wandering trader with 4 new merchant types: farming, fishing, mining, and treasure. Each merchant has a different set of possible trades and has an equal chance of spawning.
Compatible with VanillaTweaks Wandering Trades datapack.
Farming Merchant Trades
This merchant deals with all things farming.
**Trade 1**
10 Sweet Berries -> 1 Emerald or
10 Dried Kelp Blocks -> 1 Emerald
**Trade 2**
5 Pumpkins -> 1 Emerald or
4 Melons -> 1 Emerald
**Trade 3**
1 Emerald -> 1 Allium
1 Emerald -> 1 Azure Bluet
1 Emerald -> 1 Blue Orchid
1 Emerald -> 1 Cornflower
1 Emerald -> 1 Dandelion
1 Emerald -> 1 Lily of the Valley
1 Emerald -> 1 Orange Tulip
1 Emerald -> 1 Oxeye Daisy
1 Emerald -> 1 Pink Tulip
1 Emerald -> 1 Poppy
1 Emerald -> 1 Red Tulip
1 Emerald -> 1 White Tulip
**Trade 4**
1 Emerald -> 3 Black Dye
1 Emerald -> 3 Blue Dye
1 Emerald -> 3 Brown Dye
1 Emerald -> 3 Cyan Dye
1 Emerald -> 3 Gray Dye
1 Emerald -> 3 Green Dye
1 Emerald -> 3 Light Blue Dye
1 Emerald -> 3 Light Gray Dye
1 Emerald -> 3 Lime Dye
1 Emerald -> 3 Magenta Dye
1 Emerald -> 3 Orange Dye
1 Emerald -> 3 Pink Dye
1 Emerald -> 3 Purple Dye
1 Emerald -> 3 Red Dye
1 Emerald -> 3 White Dye
1 Emerald -> 3 Yellow Dye
**Trade 5**
5 Emeralds -> 1 Acacia Sapling
5 Emeralds -> 1 Birch Sapling
5 Emeralds -> 1 Cherry Sapling
5 Emeralds -> 1 Dark Oak Sapling
5 Emeralds -> 1 Jungle Sapling
5 Emeralds -> 1 Oak Sapling
5 Emeralds -> 1 Spruce Sapling
5 Emeralds -> 1 Mangrove Propagule
**Trade 6**
2 Emerald -> 1 Spore Blossom
1 Emerald -> 2 Small Dripleaf
1 Emerald -> 1 Big Dripleaf
Fishing Merchant Trades
**Trade 1**
20 String -> 1 Emerald
5 Ink Sac -> 1 Emerald
5 Nautilus Shell -> 1 Emerald
**Trade 2**
15 Cod -> 1 Emerald
13 Salmon -> 1 Emerald
6 Tropical Fish -> 1 Emerald
4 Pufferfish -> 1 Emerald
**Trade 3**
2 Emerald -> 5 Glow Ink Sac
**Trade 4**
3 Emerald -> 1 Luck Potion (5:00)
**Trade 5**
2 Emerald -> 1 Sea Pickle
3 Emerald -> 1 Brain Coral Block
3 Emerald -> 1 Bubble Coral Block
3 Emerald -> 1 Fire Coral Block
3 Emerald -> 1 Horn Coral Block
3 Emerald -> 1 Tube Coral Block
**Trade 6**
8 Emerald -> 1 Pufferfish Bucket
8 Emerald -> Cod Bucket
Mining Merchant Trades
**Trade 1**
15 Coal -> 1 Emerald
22 Flint -> 1 Emerald
12 Quartz -> 1 Emerald
**Trade 2**
20 Stone -> 1 Emerald
16 Granite -> 1 Emerald
16 Andesite -> 1 Emerald
16 Granite -> 1 Emerald
**Trade 3**
1 Emerald -> 8 Sand
**Trade 4**
1 Emerald -> 4 Red Sand
**Trade 5**
1 Emerald -> 2 Pointed Dripstone
**Trade 6**
1 Emerald -> 1 Terracotta
**Trade 7**
1 Emerald -> 1 Calcite
Treasure Merchant Trades
**Trade 1**
4 Scute -> 1 Emerald
32 Rotten Flesh -> 1 Emerald
24 Feather -> 1 Emerald
**Trade 2**
5 Nautilus Shell -> 1 Emerald
22 Nether Wart -> 1 Emerald
24 Paper -> 1 Emerald
**Trade 3**
3 Emeralds -> 1 Experience Bottle
**Trade 4**
2 Emeralds -> 5 Glowstone
**Trade 5**
1 Emerald -> 1 Gunpowder
**Trade 6**
2 Emerald + 5 Arrow -> 5 Tipped Arrow
Configs Menu
Accessible with /function clgd.trader:config/menu
Used to configure values related to wandering trader spawn rates.
Planned features
Modding
Add your own trader variants
Modding
### This section refers to features that are *coming soon*
The data format for a wandering trader variant is as follows: `{Weight:1,Name:"",TradeTable:[]}`
- `Weight` (optional) works as weight in a LootTable does, the higher the weight, the more likely that trader will be selected. If missing, the weight defaults to 1
- `Name` will be used when announcing that the trader has spawned ("A {name} Has Spawned!").
- `TradeTable` is a list of lists referring to each trade the merchant has. Each sub list is a list of possible trades for the wandering trader to have. The first sublist is a list of possible trades for the first trade slot, the second sublist for the second trade, and so on.
The trade format is as follows:`{Weight:1,TradeData:{}}`
- `Weight` (optional) works the same as mentioned earlier
- `TradeData` (optional) contains the information for the trade to be added. This may be left blank if you want a chance of a trade not appearing.
The contents of `TradeData` follow that of a typical villager trade, with `buy` and `sell` values, and and optional `buyB` value:
`buy:{id:"minecraft:emerald",Count:32},buyB:{id:"minecraft:book",Count:1},sell:{id:"minecraft:enchanted_book",Count:1,tag:{StoredEnchantments:{id:mending,lvl:1}}}}}`
- `buy` stores the item being given in exchange for the item in `sell`
- `buyB` (optional) is a second item to exchange. (This is used in librarian trades, Emeralds + Book = Enchanted Book).
The `buy`, `buyB`, and `sell` tags each of 3 subtags:
- `id` - The string id of the item
- `Count` - (optional) the amount of the item. Probably defaults to 1
- `tag` - (optional) NBT data on the item.
Tutorial: Adding your own merchant
### This section refers to features that are *coming soon*
Although I tried my best to explain how modding works, it may still be confusing for some of you. This tutorial will take you though the step-by-step process of adding your own custom merchant.
For this tutorial, you must have basic knowledge on how do create a datapack. If you do not know how to create a datapack, you can find plenty online. *TODO: find a good tutorial and link it here*
First you want to create a new datapack with a new function. I'll call mine `new_merchant.mcfunction` and put it in the namespace `mypack`.
Inside the `new_merchant.mcfunction` we need to initialize the trader and set its trades:
### Creating the villager function
```
#This command does the initial setup for the merchant, assigning a name, weight, and setting up the tradetable
data modify storage clgd.trader:data NewMerchant append value {Weight:1,Name:"Special Merchant",TradeTable:[]}
# I recommend changing this value ^^^ to be something unique. If multiple packs use the same value, then there will be issues with one pack overwriting the other.
#This adds the first set of trade options to the tradetable
data modify storage clgd.trader:data NewMerchant.TradeTable append value []
#This adds a trade option to the first set of trades
data modify storage clgd.trader:data NewMerchant.TradeTable[-1] append value {TradeData:{buy:{id:"minecraft:coal",Count:48},sell:{id:"minecraft:diamond",Count:1}}}
#The 'data modify storage clgd.trader:data NewMerchant.TradeTable[-1]' means we are modifying the last set of trade options. Since there is only 1 right now, that means we are modifying the first one.
#This adds the second set of trade options to the tradetable
data modify storage clgd.trader:data NewMerchant.TradeTable append value []
#This adds a trade option to the second set of trades
data modify storage clgd.trader:data NewMerchant.TradeTable[-1] append value {TradeData:{buy:{id:"minecraft:diamond",Count:1},sell:{id:"minecraft:emerald",Count:2}}}
#Add a second trade option to the second set of trades
data modify storage clgd.trader:data NewMerchant.TradeTable[-1] append value {TradeData:{buy:{id:"minecraft:coal_block",Count:5},sell:{id:"minecraft:emerald",Count:2}}}
#Now that there are 2 trades, the 'data modify storage clgd.trader:data NewMerchant.TradeTable[-1]' refers to the second set of trades
```
This function will create the data for a new merchant with 2 trades. The first trade will always be 48 Coal -> 1 Diamond and the second trade will either be 1 Diamond -> 2 Emeralds or 5 Coal Blocks -> 1 Emerald
### Running the function
Now that we've written the function to create the villager, we want to make sure that the function gets run to initialize the trades. This can be done by creating a new namespace called `clgd.trader` then inside that namespace create a new folder called `tags`, another subfolder called `functions` , then a file called `set_default_trades.json`. You'll also need to create another file called `update_trades.json`
So your folder structure should look like:
`clgd.trader` -> `tags` -> `functions` -> `set_default_trades.json`
The `set_default_trades.json` should look something like this
```JSON
{
"values": [
"mypack:new_merchant"
]
}
```
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