Description
Lendills Traders πͺ
Bringing new traders to Hytale for an immersive economic system!
For questions, feedback, support and bugs I recommend joining my Discord.

Recommended sub mods:
I recommend installing my Recipes Mod.
It makes certain vanilla weapons, which will be sold by traders craftable which will increase your gold income when trading with them.
While also making them generally accessible as valid weapon alternatives :)
It know also adds the option to craft hide and leather tents.
Content:
This mod adds a new currency to the game: Gold Coins πͺ.
How to get Gold Coins πͺ:
You can obtain Gold Coins through the pocket crafting - Exchange rate 1:1 with Essence of Life - or you can use the new Forge to craft Gold Coins from Gold Ingots or just use the Forge as an exchange station:

How to get your first merchant?
In your pocket crafting menu you can craft the Merchant Seller with Gold Coins:

Currently these merchants are implemented:
- Merchant Seller βοΈ
- Flower Trader π»
- Livestock Trader π
- Woodcutter (Emerald Wilds) πͺ΅
- Quarry (Emerald Wilds) π§±
- Miner (Emerald Wilds) π
- Smelter, Tool & Weapon Smith π¨
- Armourer π‘οΈ
- Wandering Merchants
- Livestock Farmers π
- Crop Farmers π½
- Hunter & Tanner π»
- Bow Maker πΉ
--> Feel free to suggest traders that could also be added!
How to unlock the different traders:
- Merchant trader - Pocket Crafting
- The Merchant Trader unlocks:
- Flower Trader
- Livestock Trader
- Emerald Wilds Woodcutter
- Emerald Wilds Quarry
- Wandering Seed Merchant
- Wheat Farmer
- Emerald Wilds Hunter
- The Livestock Trader unlocks:
- Spawn Eggs for: Chicken, cow, pig, goat, horse and sheep
- The Emerald Wilds Quarry Trader unlocks:
- Miner -> then -> Smelter -> then -> Emerald Wilds Tool Smith, EW Weapon Smith, EW Armourer
- The Wheat Farmer unlocks:
- Vegetable Farmer
- Pumpkin Farmer
- Cotton Farmer
- Shepherd
- The Shepherd unlocks:
- Poultry Farmer (chicken)
- Cattle Farme
- Pig Farmer
- The EW Hunter unlocks:
- Tanner
- The EW Woodcutter unlocks:
- EW Bow Maker
Good prices:
The price of a good consists of:
- Base price (crafting price)
- Merchant Price - the amount you have to pay to buy a certain item from a trader
- Buying Price: Certain NPCs demand specific goods, which they buy for a set amount of coins.
Example:
The Copper Pickaxe has a base price of 9,5 Gold Coins. With a crafting station required and the worker demanding payment the price you can buy it is: 12 Gold Coins.
You can then sell the Copper Pickaxe to a NPC , e.g. the Miner, for 13 Gold Coins.
- Profit if you have all materials: 13 Gold Coins.
- Profit if you buy the materials: 3,5 Gold Coins.
- Profit if you buy the Pickaxe and sell it: 1 Gold Coin.
The best way to utilise this system as a source of income is to buy raw materials, craft specific goods and then sell them back to the NPCs.
Planned content:
- Specific traders:
- Raw materials (e.g. ores, stone rubble, etc. )
- Furniture (especially furniture that is currently not craftable)
- Smith, Weapon and Armour related
- Innkeepers (buying / selling food)
- Better player interaction (once traders are finished):
- Proper animations
- NPCs walk around and do stuff
- Shop sounds - maybe
And much more..
FAQ:
Will you add more traders?
Yes, ofc. There is a bunch of basic traders still missing and then I will also add traders, which sell regional products.
Will you add NPC spawning?
Currently not planned. The main idea behind this mod is to add options for ressource farming and bringing cities and villages to live - while giving players the flexibility to decide where and where not NPCs should be.
Will you add guards and any combat other combat related NPCs?
Yes, but not as part of this Trader Mod. Guards, hostile NPCs, animals etc. are all on my list and will be added with other mods.
