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Create: Commerce

Create: Commerce

Modrinth

A physical village-based wholesale logistics trade economy mod, built with Create automation in mind.

448 downloads 13 followers updated 28d ago
latest v0.1.3 Modrinth
Neoforge 1.21.1 – 1.21.1 AdventureEconomyGame-mechanics

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📦 Create: Commerce

A physical village-based wholesale logistics trade economy mod, built with Create automation in mind.


✨ Overview

Create: Commerce adds a fully physical, logistics-based economy to Minecraft.

Produce, pack, dispatch, and deliver goods to get paid.

Villages become real economic endpoints, and your Create factory becomes part of a living supply network.

Create: Commerce is designed first for modpack devs to configure values of bulk trade items, ie. an incentive to mass produce items in Create. You can configure all values of all items to fit your specific needs, but as time goes on I will try to ensure the default values are accurate enough for plug-and-play.


⚙️ Key Features

🏪 Village Trade System

  • Every village has a unique commerce profile
  • Villages accept specific goods based on their village type
  • Fixed, configurable pricing using the Create: Numismatics Spur currency
  • Configurable daily/weekly/whenever caps ensure anti-cheese and natural competition (or alliance) between players

📊 Block 1: Trade Terminal

  • View all linked villages
  • See eligible items, caps, and payouts
  • Village details and coordinates

📚 Block 2: Depot Lectern

  • Accepts items from the block UI, hoppers on the sides, or dropped into the top face
  • Converts goods into Spur instantly
  • Fully automatable

📋 Dependencies

Required:

  • Neoforge 21.1.187 or higher
  • Create 6.0.6 or higher
  • Create: Numismatics 1.0.18 or higher
  • Areas / Random Village Names for automatic village naming

🗺️ Roadmap

  • Village orders/contracts (specific item requests for higher payouts)
  • Plan delivery routes in the Trade Terminal
  • Advanced compatibility with Create: Aeronautics and other addons
  • Option to require the Trade Terminal be powered by SU from the bottom (enabled by default)

❔ FAQ

Can I...?

  • Do whatever you want with the mod, as long as it remains free & open source (GPLv3 License)

How do I adjust trades, values, village types, etc?

  • Configs will generate in the 'Create_Commerce' folder upon world load.

  • Easiest way is to open the create_commerce-items.json in Notepad++, select 'View' > 'Fold All', then open up the "item_overrides" tab. You will see all auto-detected eligible items sectioned by mod. You can edit values, and add or remove items from the list.

  • Village types can be fully configured in create_commerce-villages.json. You can add your own types, remove default ones, or edit any parameter.

Will you port to...?

  • My objective is to polish 1.21.1 NeoForge before considering other versions.

Mod compatibility?

  • This mod automatically detects eligible items from other mods, adds a section into the config file, and assigns values to those items based on criteria. You can then configure those items or add new ones.

What if I update a mod and new items are added?

  • The config will automatically add any eligible items.

Versions

Beta
0.1.3
neoforge · 1.21.1 · 28d ago
- Added a 4-tick delay to front-ejecting, multi-item reward stacks - Significantly reduced undesirable Depot Lectern spawn locations
271
Beta
0.1.2
neoforge · 1.21.1 · 1mo ago
CHANGELOG: - Removed legacy currency references from the Ponder. KNOWN ISSUES: - Depot Lecterns can sometimes spawn in undesirable locations ie. inside a…
170
Beta
0.1.1
neoforge · 1.21.1 · 1mo ago
Initial beta release Known issues: - Depot Lecterns can sometimes spawn in undesirable locations ie. inside a house. - Multi-item payouts to the front face…
5

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