{"id":168386,"date":"2026-06-09T22:38:10","date_gmt":"2026-06-09T19:38:10","guid":{"rendered":"https:\/\/vpesports.com\/minecraft\/mods\/wandering-merchants\/"},"modified":"2026-06-09T22:38:10","modified_gmt":"2026-06-09T19:38:10","slug":"wandering-merchants","status":"publish","type":"mod","link":"https:\/\/vpesports.com\/minecraft\/mods\/wandering-merchants\/","title":{"rendered":"Wandering Merchants"},"content":{"rendered":"<p>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.<\/p>\n<p>Compatible with VanillaTweaks Wandering Trades datapack.<\/p>\n<details>\n<summary>Farming Merchant Trades<\/summary>\n<p>This merchant deals with all things farming.<\/p>\n<p>**Trade 1**<br \/>\n10 Sweet Berries -> 1 Emerald or<br \/>\n10 Dried Kelp Blocks -> 1 Emerald<\/p>\n<p>**Trade 2**<br \/>\n5 Pumpkins -> 1 Emerald or<br \/>\n4 Melons -> 1 Emerald<\/p>\n<p>**Trade 3**<br \/>\n1 Emerald -> 1 Allium <br \/>\n1 Emerald -> 1 Azure Bluet<br \/>\n1 Emerald -> 1 Blue Orchid<br \/>\n1 Emerald -> 1 Cornflower<br \/>\n1 Emerald -> 1 Dandelion<br \/>\n1 Emerald -> 1 Lily of the Valley<br \/>\n1 Emerald -> 1 Orange Tulip<br \/>\n1 Emerald -> 1 Oxeye Daisy<br \/>\n1 Emerald -> 1 Pink Tulip<br \/>\n1 Emerald -> 1 Poppy <br \/>\n1 Emerald -> 1 Red Tulip<br \/>\n1 Emerald -> 1 White Tulip<\/p>\n<p>**Trade 4**<br \/>\n1 Emerald -> 3 Black Dye<br \/>\n1 Emerald -> 3 Blue Dye<br \/>\n1 Emerald -> 3 Brown Dye<br \/>\n1 Emerald -> 3 Cyan Dye<br \/>\n1 Emerald -> 3 Gray Dye<br \/>\n1 Emerald -> 3 Green Dye<br \/>\n1 Emerald -> 3 Light Blue Dye<br \/>\n1 Emerald -> 3 Light Gray Dye<br \/>\n1 Emerald -> 3 Lime Dye<br \/>\n1 Emerald -> 3 Magenta Dye<br \/>\n1 Emerald -> 3 Orange Dye<br \/>\n1 Emerald -> 3 Pink Dye<br \/>\n1 Emerald -> 3 Purple Dye<br \/>\n1 Emerald -> 3 Red Dye<br \/>\n1 Emerald -> 3 White Dye<br \/>\n1 Emerald -> 3 Yellow Dye<\/p>\n<p>**Trade 5**<br \/>\n5 Emeralds -> 1 Acacia Sapling<br \/>\n5 Emeralds -> 1 Birch Sapling<br \/>\n5 Emeralds -> 1 Cherry Sapling<br \/>\n5 Emeralds -> 1 Dark Oak Sapling<br \/>\n5 Emeralds -> 1 Jungle Sapling<br \/>\n5 Emeralds -> 1 Oak Sapling<br \/>\n5 Emeralds -> 1 Spruce Sapling<br \/>\n5 Emeralds -> 1 Mangrove Propagule <\/p>\n<p>**Trade 6**<br \/>\n2 Emerald -> 1 Spore Blossom<br \/>\n1 Emerald -> 2 Small Dripleaf<br \/>\n1 Emerald -> 1 Big Dripleaf<br \/>\n<\/details>\n<details>\n<summary>Fishing Merchant Trades<\/summary>\n<p>**Trade 1**<br \/>\n20 String -> 1 Emerald<br \/>\n5 Ink Sac -> 1 Emerald<br \/>\n5 Nautilus Shell -> 1 Emerald<\/p>\n<p>**Trade 2**<br \/>\n15 Cod -> 1 Emerald<br \/>\n13 Salmon -> 1 Emerald<br \/>\n6 Tropical Fish -> 1 Emerald<br \/>\n4 Pufferfish -> 1 Emerald<\/p>\n<p>**Trade 3**<br \/>\n2 Emerald -> 5 Glow Ink Sac<\/p>\n<p>**Trade 4**<br \/>\n3 Emerald -> 1 Luck Potion (5:00)<\/p>\n<p>**Trade 5**<br \/>\n2 Emerald -> 1 Sea Pickle<br \/>\n3 Emerald -> 1 Brain Coral Block<br \/>\n3 Emerald -> 1 Bubble Coral Block<br \/>\n3 Emerald -> 1 Fire Coral Block<br \/>\n3 Emerald -> 1 Horn Coral Block<br \/>\n3 Emerald -> 1 Tube Coral Block<\/p>\n<p>**Trade 6**<br \/>\n8 Emerald -> 1 Pufferfish Bucket<br \/>\n8 Emerald -> Cod Bucket<br \/>\n<\/details>\n<details>\n<summary>Mining Merchant Trades<\/summary>\n<p>**Trade 1**<br \/>\n15 Coal -> 1 Emerald<br \/>\n22 Flint -> 1 Emerald<br \/>\n12 Quartz -> 1 Emerald<\/p>\n<p>**Trade 2**<br \/>\n20 Stone -> 1 Emerald<br \/>\n16 Granite -> 1 Emerald<br \/>\n16 Andesite -> 1 Emerald<br \/>\n16 Granite -> 1 Emerald<\/p>\n<p>**Trade 3**<br \/>\n1 Emerald -> 8 Sand<\/p>\n<p>**Trade 4**<br \/>\n1 Emerald -> 4 Red Sand<\/p>\n<p>**Trade 5**<br \/>\n1 Emerald -> 2 Pointed Dripstone<\/p>\n<p>**Trade 6**<br \/>\n1 Emerald -> 1 Terracotta<\/p>\n<p>**Trade 7**<br \/>\n1 Emerald -> 1 Calcite<\/p>\n<\/details>\n<details>\n<summary>Treasure Merchant Trades<\/summary>\n<p>**Trade 1**<br \/>\n4 Scute -> 1 Emerald<br \/>\n32 Rotten Flesh -> 1 Emerald<br \/>\n24 Feather -> 1 Emerald<\/p>\n<p>**Trade 2**<br \/>\n5 Nautilus Shell -> 1 Emerald<br \/>\n22 Nether Wart -> 1 Emerald<br \/>\n24 Paper -> 1 Emerald<\/p>\n<p>**Trade 3**<br \/>\n3 Emeralds -> 1 Experience Bottle<\/p>\n<p>**Trade 4**<br \/>\n2 Emeralds -> 5 Glowstone<\/p>\n<p>**Trade 5**<br \/>\n1 Emerald -> 1 Gunpowder<\/p>\n<p>**Trade 6**<br \/>\n2 Emerald + 5 Arrow -> 5 Tipped Arrow<\/p>\n<\/details>\n<p>## Configs Menu<br \/>\nAccessible with `\/function clgd.trader:config\/menu`<br \/>\nUsed to configure values related to wandering trader spawn rates.<\/p>\n<p># Planned features<\/p>\n<p>## Modding<\/p>\n<p>Add your own trader variants<\/p>\n<details>\n<summary>Modding<\/summary>\n<p>### This section refers to features that are *coming soon*<\/p>\n<p>The data format for a wandering trader variant is as follows: `{Weight:1,Name:&#8221;&#8221;,TradeTable:[]}`<br \/>\n&#8211; `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<br \/>\n&#8211; `Name` will be used when announcing that the trader has spawned (&#8220;A {name} Has Spawned!&#8221;).<br \/>\n&#8211; `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.<\/p>\n<p>The trade format is as follows:`{Weight:1,TradeData:{}}`<br \/>\n&#8211; `Weight` (optional) works the same as mentioned earlier<br \/>\n&#8211; `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.<\/p>\n<p>The contents of `TradeData` follow that of a typical villager trade, with `buy` and `sell` values, and and optional `buyB` value:<br \/>\n`buy:{id:&#8221;minecraft:emerald&#8221;,Count:32},buyB:{id:&#8221;minecraft:book&#8221;,Count:1},sell:{id:&#8221;minecraft:enchanted_book&#8221;,Count:1,tag:{StoredEnchantments:{id:mending,lvl:1}}}}}`<br \/>\n&#8211; `buy` stores the item being given in exchange for the item in `sell`<br \/>\n&#8211; `buyB` (optional) is a second item to exchange. (This is used in librarian trades, Emeralds + Book = Enchanted Book).<\/p>\n<p>The `buy`, `buyB`, and `sell` tags each of 3 subtags:<br \/>\n&#8211; `id` &#8211; The string id of the item<br \/>\n&#8211; `Count` &#8211; (optional) the amount of the item. Probably defaults to 1<br \/>\n&#8211; `tag` &#8211; (optional) NBT data on the item.<\/p>\n<\/details>\n<details>\n<summary>Tutorial: Adding your own merchant<\/summary>\n<p>### This section refers to features that are *coming soon*<\/p>\n<p>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.<\/p>\n<p>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*<\/p>\n<p>First you want to create a new datapack with a new function. I&#8217;ll call mine `new_merchant.mcfunction` and put it in the namespace `mypack`.<\/p>\n<p>Inside the `new_merchant.mcfunction` we need to initialize the trader and set its trades:<\/p>\n<p>### Creating the villager function<br \/>\n&#8220;`<br \/>\n#This command does the initial setup for the merchant, assigning a name, weight, and setting up the tradetable<br \/>\ndata modify storage clgd.trader:data NewMerchant append value {Weight:1,Name:&#8221;Special Merchant&#8221;,TradeTable:[]}<br \/>\n#         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. <\/p>\n<p>#This adds the first set of trade options to the tradetable<br \/>\ndata modify storage clgd.trader:data NewMerchant.TradeTable append value []<\/p>\n<p>#This adds a trade option to the first set of trades<br \/>\ndata modify storage clgd.trader:data NewMerchant.TradeTable[-1] append value {TradeData:{buy:{id:&#8221;minecraft:coal&#8221;,Count:48},sell:{id:&#8221;minecraft:diamond&#8221;,Count:1}}}<\/p>\n<p>#The &#8216;data modify storage clgd.trader:data NewMerchant.TradeTable[-1]&#8217; 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.<\/p>\n<p>#This adds the second set of trade options to the tradetable<br \/>\ndata modify storage clgd.trader:data NewMerchant.TradeTable append value []<\/p>\n<p>#This adds a trade option to the second set of trades<br \/>\ndata modify storage clgd.trader:data NewMerchant.TradeTable[-1] append value {TradeData:{buy:{id:&#8221;minecraft:diamond&#8221;,Count:1},sell:{id:&#8221;minecraft:emerald&#8221;,Count:2}}}<\/p>\n<p>#Add a second trade option to the second set of trades<br \/>\ndata modify storage clgd.trader:data NewMerchant.TradeTable[-1] append value {TradeData:{buy:{id:&#8221;minecraft:coal_block&#8221;,Count:5},sell:{id:&#8221;minecraft:emerald&#8221;,Count:2}}}<\/p>\n<p>#Now that there are 2 trades, the &#8216;data modify storage clgd.trader:data NewMerchant.TradeTable[-1]&#8217; refers to the second set of trades<\/p>\n<p>&#8220;`<br \/>\nThis 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<\/p>\n<p>### Running the function<\/p>\n<p>Now that we&#8217;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&#8217;ll also need to create another file called `update_trades.json`<\/p>\n<p>So your folder structure should look like:<br \/>\n`clgd.trader` -> `tags` -> `functions` -> `set_default_trades.json`<\/p>\n<p>The `set_default_trades.json` should look something like this<br \/>\n&#8220;`JSON<br \/>\n{<br \/>\n  &#8220;values&#8221;: [<br \/>\n    &#8220;mypack:new_merchant&#8221;<br \/>\n  ]<br \/>\n}<br \/>\n&#8220;`<\/p>\n<\/details>\n","protected":false},"excerpt":{"rendered":"<p>A data pack that gives wandering traders professions, many new trades, and much more!<\/p>\n","protected":false},"featured_media":168387,"template":"","meta":{"_minecraft_slug":"wandering-merchants","_minecraft_project_id":"kgPnL2uG","_minecraft_author":"CodingLegend0100","_minecraft_license":"CC-BY-NC-SA-4.0","_minecraft_downloads":4736,"_minecraft_follows":30,"_minecraft_client_side":"unsupported","_minecraft_server_side":"required","_minecraft_storage_type":"zip","_minecraft_archive_name":"wandering-merchants.zip","_minecraft_size_bytes":55569,"_minecraft_version_count":6,"_minecraft_updated_at":"2026-05-16T01:10:20.788576Z","_minecraft_date_created":"2023-07-22T20:02:40.222988Z","_minecraft_date_modified":"2024-01-10T23:01:43.441200Z","_minecraft_project_url":"https:\/\/modrinth.com\/mod\/wandering-merchants","_minecraft_icon_attachment_id":168387,"_minecraft_imported_at":"2026-06-09T19:38:10+00:00","_minecraft_import_hash":"6453cf3f39eaae05725193f2635198bb","_minecraft_versions":"","_minecraft_links":"","_minecraft_gallery":"","_minecraft_api_metadata":""},"mod_category":[84,97,104,89,98],"mod_loader":[86,99,106,100],"minecraft_version":[59,36,60,93,94],"class_list":["post-168386","mod","type-mod","status-publish","has-post-thumbnail","hentry","mod_category-datapack","mod_category-fabric","mod_category-forge","mod_category-game-mechanics","mod_category-quilt","mod_loader-datapack","mod_loader-fabric","mod_loader-forge","mod_loader-quilt","minecraft_version-1-20","minecraft_version-1-20-1","minecraft_version-1-20-2","minecraft_version-1-20-3","minecraft_version-1-20-4"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.6 - 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