Street Trade
Grow it, cook it, bag it, sell it - and stay ahead of the police.
A build-from-nothing trade mod inspired by Schedule I, built around what Minecraft already gives you: villages, distance and time. There is no shop menu and no sell button. Your market is the people who live in your villages, and every sale leaves a trace.
The weed line
Buy seeds from a supplier - his first handful is free. Grow hemp on farmland through eight stages until it stands two blocks tall. Hang the harvest on a drying rack for a Minecraft day, then weigh it out on a pocket scale into zip bags, one gram each. Nobody on a street corner buys loose buds.
The hash line
Taking dry branches off the rack leaves you trim. Shake trim or buds through a dry sift screen into kief - about a tenth of trim's weight, a fifth of a bud's, the real yields - and press the kief into hash in a screw press. Less money per plant, but a customer pays two to three times as much per gram, and heat and fines count units, not dollars.
The mushroom line
Fill a grow box with substrate, inoculate it with a spore syringe and keep it in the dark - light 7 or less. Mycelium, pins, mushrooms: two flushes before the substrate is spent. A dehydrator dries them gram for gram, and the scale bags them.
The cocaine line
The coca shrub is picked, not cut, and grows back. Soak the leaves with solvent in an extraction barrel into paste, turn paste and reagent into powder on a chemistry bench, weigh it out.
The lab: crystal and pills
A lab needs a building - bench and oven do not work under the open sky. The bench mixes precursor and reagent into trays for the lab oven; a breaking hammer turns a baked sheet into shards. Or mix precursor and solvent into powder and crank it through a pill press. Forget the fume hood and the smell drifts over to the nearest village. Everything in the lab is a black box with made-up ingredients.
Customers
Every village carries its own customers - one for every three villagers, up to five - so a bigger village is a bigger market. Each has an appetite and a taste per product, with a price of their own for each. They want something again about once a day. The harder the drug, the more it pays and the more it costs: cocaine sells for up to a hundred dollars a gram, heats a village three times as fast as weed and is fined four times as hard.
Suppliers and dealers
Four suppliers - the farmer, the forager, the smuggler and the chemist - each with his own price list and a relationship that grows with what you spend. Get to know one well and he introduces the next, who moves into the village, into a hut, a container store or an old trailer of his own. Regulars can be hired as dealers with a burner phone: they sell for you and keep a cut - and when the police catch one, he talks.
Heat and police
Every sale makes a village hotter. Past a threshold officers patrol it, more and further out the hotter it gets. An officer who spots goods on you walks over, seizes them, takes a fine out of the cash you carry and seizes your dirty money as proceeds. Goods in your hand are seen from ten blocks, in your bag from three, and crouching halves both. A village that grows big enough builds a police station that is always manned. Nobody gets killed: the police cost you money, not your life.
Dirty money and laundering
Customers pay in physical dirty cash from the Money mod. It spends like any other money, but pay too much of it into an ATM and the bank reports you - a fine off your account and a hotter village. Every village big enough has a launderer who cleans it on the spot for a 20 to 30 percent cut. Or set up a laundromat of your own as a front: slow and cheap, it books your dirty cash to your account as takings, as much a day as the village could believably spend there.
Multiplayer and SkyBlock
Built for shared servers from the start: money only moves on the server, suspicion is per player, fronts can only be broken by their owners, and the mod's people cannot be led away. On SkyBlock, build a village with a bell and villagers and everything comes to it - including a supplier, since there is no generated farm for him to live on.
Requirements
- Minecraft 1.21.1, NeoForge
- Money 0.2.0 or later (required) - cash, purses, ATMs and accounts
Numbers are balanced against real figures where they exist - a gram of street weed at about ten dollars, a day to dry, real sift yields - and everything tunable sits in the config.
A note on how this was made
This mod was built with substantial help from AI. The design decisions, the playtesting and the direction are mine; a large share of the code, the textures and this text was written with an AI assistant. I would rather say that plainly than have you wonder.
Discord
Questions, bug reports, ideas, or just want to show what you built? Join the Discord - that is where I answer fastest, and where the next version gets shaped.

