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Currents Of Trade

A mod that adds sea trading to Minecraft, a new dock structure for vanilla villages, periodic trader ships, new villager profession. In short, a mod that expands trading system.
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Currents of Trade - 1.0.5 (1.20.1 Forge)

File namecurrents_of_trade-1.0.5+forge-1.20.1.jar
Uploader
RedLexoRedLexo
Uploaded
Oct 24, 2026
Downloads
76
Size
544.4 KB
Mod Loaders
Forge
File ID
9310317
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:currents-of-trade-1701237:9310317")

Learn more about Curse Maven

What's new

  • Added a two-level incremental water route planner (bidirectional coarse chunk-component A* + fine 2-block-grid A*) with shared per-tick CPU time budgeting (4ms per ship / 8ms total) for long-range lag-free navigation.
  • Added pre-dispatch port water connectivity verification (verifyPortWaterConnection) so ships refuse to depart when no navigable water route exists between harbors.
  • Added intermediate sea waypoint plotting to Nautical Charts (up to 8 waypoints per chart via Right-Click at sea or aboard a ship, Sneak+Right-Click to clear) with glowing beacon particle indicators.
  • Added 5 new biome-specialized exotic trade commodities with unique buffs and regional arbitrage pricing: Saffron Bundle, Narwhal Ivory, Jade Figurine, Cacao Elixir, and Damascus Steel Ingot.
  • Added automatic harbor depot cargo unloading upon ship arrival into chests, barrels, hoppers, and modded storage containers adjacent to an Anchor Point (excluding Ender Chests).
  • Added a manual ⚓ Unload button to the ship cargo GUI (ChestScreen) to transfer all cargo from a docked Sloop, Cargo Ship, or Trade Ship into adjacent harbor storage with one click.
  • Added a ↻ Repeat button to the Request Trade screen to automatically restage the last dispatched trade order at that harbor using items from the player's inventory.
  • Added a 27-slot Captain's Hold inventory to the player-controlled Sloop (opened via Sneak+Right-Click) that retains its contents when the Sloop is picked up as an item.
  • Added Sloop Shipwright customization supporting 16 sail dye colors (washable with Water Bucket or Sponge), mountable Heraldic Banners on the main sail, mountable Bow Lanterns / Soul Lanterns with dynamic light emission, and Copper Hull Sheathing (+15% cruising speed and -50% hull damage).
  • Added 4 new maritime advancements: Master Cartographer, Weather Prophet, Dressed to Sail, and Pride of the Armada.
  • Added a 100 HP breakable hull system to autonomous in-transit ships (with 2x Axe salvage damage and passive regeneration) so players can break obstructed ships.
  • Added the enableFastTravelBoats server configuration option to allow server admins to disable fast-travel passenger voyages.
  • Fixed ships entering dead-end bays, coves, and closed river arms by restricting fine A* pathfinding to verified coarse water corridor components.
  • Fixed ships attempting to cross 1-block land barriers, narrow dams, and diagonal shoreline corners by enforcing 2x2 hull water footprints and strict 0.35-block water edge sampling.
  • Fixed mid-voyage canal closures (including WorldEdit //set and block placement) causing ships to wander through every nearby waterway instead of immediately halting and cancelling the voyage (or returning cargo to the home harbor).
  • Fixed shoreline-hugging at harbor departure and arrival by introducing multi-ring water clearance scoring (findBestHarborWaterSpawn), Thalweg river-centerline smoothing, and two-stage harbor docking approaches.
  • Fixed fast-travel passenger voyages using the Trade Ship appearance and name instead of the standard Sloop model, texture, and name.
  • Fixed autonomous ships being pushed back by vanilla boat wave physics or colliding with their own ShipPart multipart hitboxes.
  • Fixed 3D item model orientation and head display transforms for the Captain's Tricorne hat.
  • Fixed coastal village dock water validation (CoastalWaterCheckProcessor) and harbor discovery radius scaling.
  • Removed legacy local-only greedy pathfinding fallbacks that allowed ships to sail blindly into unverified coves when the route planner exhausted all open water paths.

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