Trade Everything

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Trade Everything

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Gives every villager an extra "Trade Anything" slot that accepts any item and exchanges it for goods the villager buys, at configurable rarity-based values.

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About

Project Details

Type
Mod
License
PolyForm Shield License 1.0.0
Latest Version
Trade Everything v0.2.9 (NeoForge)
Authors
CurseForge
Modrinth

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About

Description

Trade Everything

Built for Dungeon Train — works anywhere. Trade Everything was created as a companion to the Dungeon Train mod, where an endless procedurally-generated train needs an economy to match. But it has no dependency on Dungeon Train — drop it into any modpack or vanilla-plus world and every villager instantly becomes a universal merchant.


What it does

Every villager (and wandering trader) gains one extra trade at the top of its trade list: a Trade Anything slot.

Put any item in the world into it, and the villager offers you a fair exchange for goods it actually wants — coal, wheat, paper, iron, emeralds, whatever that villager buys. No more hoarding chests full of junk you can't sell. That stack of cobblestone, that half-broken enchanted pickaxe, that pile of rotten flesh — it all has a price now.

Prices aren't arbitrary. Every item is valued by what it's genuinely worth:

  • Rarity sets a baseline (common items ≈ 16 to the emerald).
  • Crafting & smithing recipes are solved recursively — a diamond pickaxe is worth its diamonds and sticks; a netherite sword is worth the diamond sword plus the ingot and template that upgraded it.
  • Durability matters — a nearly-broken tool is worth a fraction of a pristine one, scaling smoothly back up to full value.
  • Enchantments add real value — each level roughly doubles the premium, so a Sharpness V book is worth far more than a Sharpness I.

High-value items pay out in emeralds, and truly premium items (enchanted netherite, god-roll gear) pay in emerald blocks.


How to use it

  1. Right-click any villager to open its trades.
  2. The top row is the Trade Anything slot — it shows a chest labelled "Trade Anything" until you use it.
  3. Drop any item into the left payment slot. The offer instantly rewrites itself to show exactly how many of that item the villager wants and what it'll pay.
  4. Take the trade like any normal villager trade.

That's it. No commands, no config required, no crafting anything. It just works the moment the mod is installed.

Spending emerald blocks

If you're carrying emerald blocks and buy something priced in emeralds, the mod automatically breaks exactly enough blocks to cover the cost and hands back the change in emeralds — so your block-stack currency spends seamlessly on any villager trade.

Selling gear back

Villagers will buy back their own stock at a small margin below what they sell it for, so you can return that armor you didn't need. Discounts (from curing a zombie villager or Hero of the Village) never turn this into an exploit — the buy-back always tracks the live price.


Capabilities & design

  • Works on villagers and wandering traders (wandering traders configurable).
  • Exact-item matching — enchanted, damaged, named, or trimmed items are each valued and matched precisely as their own distinct good.
  • No profession XP, no restocking side effects — the Trade Anything slot never levels the villager or interferes with its normal trades. Its offers are never saved to the villager, so nothing bloats your world file.
  • Fair, exploit-resistant economy — villagers won't buy emeralds or the commodities they already purchase (those belong to their real trades), and payout rates carry a merchant margin so you can't spin trades in a circle for free profit.
  • Fully server-side — install it on a dedicated server and every connected vanilla client gets the feature automatically. In singleplayer the integrated server covers it. (Listed as client: unsupported / server: required — that's why: clients need nothing.)
  • Multiloader — Fabric, Forge, and NeoForge, Minecraft 1.21.1.

Configuration

A config file is written on first launch at config/tradeeverything.json. Everything is tunable:

Setting What it controls
rarity_values_sixteenths Base value per rarity tier (in 1/16-emerald units)
item_overrides_sixteenths Per-item value overrides (by item id)
result_multiplier Payout rate — the villager's margin (default 0.75)
max_cost_count / max_result_count Trade size caps
derive_values_from_recipes Toggle recipe/smithing-based valuation
enchantment_value_per_level_sixteenths How much each enchantment level is worth
allow_undervalued_trades Whether near-worthless items can still be sold
enable_wandering_trader Give wandering traders the slot too

Values are in sixteenths of an emerald: 16 = one emerald, 1 = one-sixteenth (so 16 of that item buys one emerald's worth).

For mod developers

Trade Everything exposes a small Java API (games.brennan.tradeeverything.api.TradeEverythingApi) so other mods can plug into the economy without a Trade Everything update:

  • registerValueProvider — supply custom values for your own items (Dungeon Train uses this to price its narrative books).
  • setItemOverride — override any item's value at runtime.
  • registerBuyItemSelector — control what a given villager pays out.
  • getValueSixteenths / config() / reload() — read and refresh the current valuation.

Compatibility

  • Minecraft: 1.21.1
  • Loaders: Fabric · Forge · NeoForge
  • Dungeon Train: designed alongside it, deeper synergy when both are installed, but entirely optional.
  • Third-party mods that listen for villager trade events will see the synthetic trades — this is intentional and harmless.

License

PolyForm Shield 1.0.0 — see the licence.

Source & issues: github.com/bh679/tradeeverything-mc

Trade Everything

Built for Dungeon Train — works anywhere. Trade Everything was created as a companion to the Dungeon Train mod, where an endless procedurally-generated train needs an economy to match. But it has no dependency on Dungeon Train — drop it into any modpack or vanilla-plus world and every villager instantly becomes a universal merchant.


What it does

Every villager (and wandering trader) gains one extra trade at the top of its trade list: a Trade Anything slot.

Put any item in the world into it, and the villager offers you a fair exchange for goods it actually wants — coal, wheat, paper, iron, emeralds, whatever that villager buys. No more hoarding chests full of junk you can't sell. That stack of cobblestone, that half-broken enchanted pickaxe, that pile of rotten flesh — it all has a price now.

Prices aren't arbitrary. Every item is valued by what it's genuinely worth:

  • Rarity sets a baseline (common items ≈ 16 to the emerald).
  • Crafting & smithing recipes are solved recursively — a diamond pickaxe is worth its diamonds and sticks; a netherite sword is worth the diamond sword plus the ingot and template that upgraded it.
  • Durability matters — a nearly-broken tool is worth a fraction of a pristine one, scaling smoothly back up to full value.
  • Enchantments add real value — each level roughly doubles the premium, so a Sharpness V book is worth far more than a Sharpness I.

High-value items pay out in emeralds, and truly premium items (enchanted netherite, god-roll gear) pay in emerald blocks.


How to use it

  1. Right-click any villager to open its trades.
  2. The top row is the Trade Anything slot — it shows a chest labelled "Trade Anything" until you use it.
  3. Drop any item into the left payment slot. The offer instantly rewrites itself to show exactly how many of that item the villager wants and what it'll pay.
  4. Take the trade like any normal villager trade.

That's it. No commands, no config required, no crafting anything. It just works the moment the mod is installed.

Spending emerald blocks

If you're carrying emerald blocks and buy something priced in emeralds, the mod automatically breaks exactly enough blocks to cover the cost and hands back the change in emeralds — so your block-stack currency spends seamlessly on any villager trade.

Selling gear back

Villagers will buy back their own stock at a small margin below what they sell it for, so you can return that armor you didn't need. Discounts (from curing a zombie villager or Hero of the Village) never turn this into an exploit — the buy-back always tracks the live price.


Capabilities & design

  • Works on villagers and wandering traders (wandering traders configurable).
  • Exact-item matching — enchanted, damaged, named, or trimmed items are each valued and matched precisely as their own distinct good.
  • No profession XP, no restocking side effects — the Trade Anything slot never levels the villager or interferes with its normal trades. Its offers are never saved to the villager, so nothing bloats your world file.
  • Fair, exploit-resistant economy — villagers won't buy emeralds or the commodities they already purchase (those belong to their real trades), and payout rates carry a merchant margin so you can't spin trades in a circle for free profit.
  • Fully server-side — install it on a dedicated server and every connected vanilla client gets the feature automatically. In singleplayer the integrated server covers it. (Listed as client: unsupported / server: required — that's why: clients need nothing.)
  • Multiloader — Fabric, Forge, and NeoForge, Minecraft 1.21.1.

Configuration

A config file is written on first launch at config/tradeeverything.json. Everything is tunable:

Setting What it controls
rarity_values_sixteenths Base value per rarity tier (in 1/16-emerald units)
item_overrides_sixteenths Per-item value overrides (by item id)
result_multiplier Payout rate — the villager's margin (default 0.75)
max_cost_count / max_result_count Trade size caps
derive_values_from_recipes Toggle recipe/smithing-based valuation
enchantment_value_per_level_sixteenths How much each enchantment level is worth
allow_undervalued_trades Whether near-worthless items can still be sold
enable_wandering_trader Give wandering traders the slot too

Values are in sixteenths of an emerald: 16 = one emerald, 1 = one-sixteenth (so 16 of that item buys one emerald's worth).

For mod developers

Trade Everything exposes a small Java API (games.brennan.tradeeverything.api.TradeEverythingApi) so other mods can plug into the economy without a Trade Everything update:

  • registerValueProvider — supply custom values for your own items (Dungeon Train uses this to price its narrative books).
  • setItemOverride — override any item's value at runtime.
  • registerBuyItemSelector — control what a given villager pays out.
  • getValueSixteenths / config() / reload() — read and refresh the current valuation.

Compatibility

  • Minecraft: 1.21.1
  • Loaders: Fabric · Forge · NeoForge
  • Dungeon Train: designed alongside it, deeper synergy when both are installed, but entirely optional.
  • Third-party mods that listen for villager trade events will see the synthetic trades — this is intentional and harmless.

License

PolyForm Shield 1.0.0 — see the licence.

Source & issues: github.com/bh679/tradeeverything-mc

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