Trade School

Quick rating

Trade School

No reviews yet

A proof-of-concept to demonstrate an idea for an alternative "Villager Trading Rebalance", making villager trading less grindy, and exploration more rewarding

Adventure/Exploration
Economy & Trade Systems
Mod Loaders
NeoForge
Fabric
Minecraft
26.2

Community voices

Reviews

Versions
Loading versions…
Match includes

Click once to include, again to exclude, again to clear

Rating Any
Any 0.5 1.0 1.5 2.0 2.5 3.0 3.5 4.0 4.5 5.0
Min
Max
Play Status
Reviews
Time Played
hrs+
Verified developers only
Has developer response
List view
Grid view
Compact view
Sort by
Date
Rating
Helpful
Unhelpful
Edited
Sort ascending
Delete this review?

This removes your review from the project. You can write a new review after.

Review submitted for moderation

Your review has been sent to moderators, who will check that it meets our guidelines before it appears publicly.

No reviews yet. Be the first to review this project!

Get it on

Available Platforms

Compatibility

Supported Environments

Dev Environment
Client Unsupported
Server Required

About

Project Details

Type
Mod
License
MIT License
Latest Version
tradeschool-neoforge-26.0.1.jar
Authors
CurseForge
Modrinth

For authors

Embed Badge

If you're the author of this project, you can embed a live badge anywhere that supports HTML or Markdown. It updates automatically whenever ratings change.

Custom banner text
ModDex rating badge preview

Use HTML for any page that supports it, or Markdown for README files and Markdown-based descriptions.

Identifiers

Platform IDs

CurseForge ID
Modrinth ID

Resources

External Links

Source Issues Wiki Discord

About

Description

A Modest Proposal for Making Villagers (Marginally) Less Frustrating.

Selling an Enchanted Diamond Sword to a Master Weaponsmith

Wouldn't Librarians, Academics, and even Artisans learn new skills and trades through study and practice? Why would a villager forget their trades and suddenly learn new magical ones just because you broke their work site?

This mod removes the default enchantment and weapon/armor/tool trades from Villagers, and adds the ability to sell items to them, which they'll then learn how to make and trade.

To compensate, treasure -- hidden chests, suspicious sand, etc. -- is buffed. So, you're encouraged to go explore, adventure, or craft valuable items, and then trade them with Villagers to preserve them. Finally, suspicious sand becomes useful!

Novice Villagers can only learn level 1 enchantments and wooden tools; Appentices can do Level 2 and stone tools; and so on. Diamond items and Level 5 enchants need Master Villagers. Mending requires Journeyman and above. Villagers can only learn trades commensurate with their experience level, so sell a Novice a Diamond Sword with Unbreaking 3 and they'll learn Wooden Sword with Unbreaking 1.

As it's server-side with no client code it has no special UI so the "sell" mechanism is done with vanilla trading, so it can be a little unclear what's going on. A proper implementation would have a "teaching" UI.

While I have played this mod properly, it's really a proof-of-concept; the loot tables, in particular, haven't been finely balanced (but I'd counter that neither have the vanilla loot tables!)

What about the "Villager Trade Rebalance" experiment?

In my opinion the Villager Trade Rebalance asks the right question, but gives completely the wrong answer.

It makes it more effort to establish a trading hall, but it still doesn't get rid of the nonsensical re-roll mechanic which leads experienced players to a day or so of tedious and break-and-place.

And still, Archaeology remains a relatively dull way to get cosmetic items like sherds and trims, rather than the massive opportunity for Exploration and ADventure that it could've been.

A Modest Proposal for Making Villagers (Marginally) Less Frustrating.

Wouldn't Librarians, Academics, and even Artisans learn new skills and trades through study and practice? Why would a villager forget their trades and suddenly learn new magical ones just because you broke their work site?

This mod removes the default enchantment and weapon/armor/tool trades from Villagers, and adds the ability to sell items to them, which they'll then learn how to make and trade.

To compensate, treasure -- hidden chests, suspicious sand, etc. -- is buffed. So, you're encouraged to go explore, adventure, or craft valuable items, and then trade them with Villagers to preserve them. Finally, suspicious sand becomes useful!

Novice Villagers can only learn level 1 enchantments and wooden tools; Appentices can do Level 2 and stone tools; and so on. Diamond items and Level 5 enchants need Master Villagers. Mending requires Journeyman and above. Villagers can only learn trades commensurate with their experience level, so sell a Novice a Diamond Sword with Unbreaking 3 and they'll learn Wooden Sword with Unbreaking 1.

As it's server-side with no client code it has no special UI so the "sell" mechanism is done with vanilla trading, so it can be a little unclear what's going on. A proper implementation would have a "teaching" UI.

While I have played this mod properly, it's really a proof-of-concept; the loot tables, in particular, haven't been finely balanced (but I'd counter that neither have the vanilla loot tables!)

What about the "Villager Trade Rebalance" experiment?

In my opinion the Villager Trade Rebalance asks the right question, but gives completely the wrong answer.

It makes it more effort to establish a trading hall, but it still doesn't get rid of the nonsensical re-roll mechanic which leads experienced players to a day or so of tedious and break-and-place.

And still, Archaeology remains a relatively dull way to get cosmetic items like sherds and trims, rather than the massive opportunity for Exploration and ADventure that it could've been.

Screenshots

Gallery

  • Offering an item to an unqualified Villager
    Offering an item to an unqualified Villager This Villager, an Apprentice, can only learn Level 1 and 2 enchantments, and can only craft Wood and Stone. So, they'll buy your sword, but will only then trade a cut-down version
  • Selling an Enchanted Diamond Sword for 32 emeralds
    Selling an Enchanted Diamond Sword for 32 emeralds As this is selling to a Master Weaponsmith, they'll be able to replicate all the enchantments. A previous trade of an enchanted wooden sword is listed above
  • Offering an item to an unqualified Villager
    Offering an item to an unqualified Villager This Villager, an Apprentice, can only learn Level 1 and 2 enchantments, and can only craft Wood and Stone. So, they'll buy your sword, but will only then trade a cut-down version
  • Selling an Enchanted Diamond Sword for 32 emeralds
    Selling an Enchanted Diamond Sword for 32 emeralds As this is selling to a Master Weaponsmith, they'll be able to replicate all the enchantments.

Versions

Files

Relations

Project Relations

More like this

Similar Mods

Suggestions use data such as tags, dependencies, dependents, descriptions, titles, and more to rank how much they overlap with this mod.

On ModDex

Community snapshot

0
Ratings
0
Followers
0
In stacks

By the numbers

Statistics

<1,000
Total Downloads
CurseForge
<1,000
Modrinth
<1,000
Last Updated
CurseForge
Modrinth
Created
CurseForge
Modrinth
Last synced
When ModDex last fetched this project from CurseForge or Modrinth. Every project is re-checked on a schedule, and any project that ships a new file is synced automatically within hours of the release.
New file updates sync automatically
How syncing works