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Street Trade

Grow it, dry it, bag it, sell it - and stay ahead of the police.
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Street Trade 0.4.0

File namestreettrade0.4.0.jar
Uploader
Reinay97Reinay97
Uploaded
Oct 20, 2026
Downloads
17
Size
1.4 MB
Mod Loaders
NeoForge
File ID
9266301
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:street-trade-1694063:9266301"

Learn more about Curse Maven

What's new

This release contains everything from the local steps 0.3.1 to 0.3.16 (the last public version was 0.3.0). The step-by-step history follows below the release.

Added

Quality grades

  • Graded goods: buds, dried buds, trim, kief, hash, mushrooms, coca leaf, paste, cocaine and the bags come in Standard, Good, Premium and Top Shelf. Customers pay 15 %, 30 % or 50 % on top for the better ones (quality.bonusGoodPercent, quality.bonusPremiumPercent, quality.bonusTopPercent). Standard is exactly the item and price it was before.
  • Care at the plant: a hemp plant takes seven steps from seed to ripe; a step counts as tended with soaked soil, open sky (glass is fine) and no other hemp directly beside it. Three tended steps give Good, five Premium, seven Top Shelf. Bone meal counts no step. Right-click hemp with an empty hand to see its stage and what it lacks. A plant that missed two steps grows pale grey-green.
  • Quality carries through every line: trim, kief and hash keep the quality of what went in, mushrooms (steps in pitch dark) and coca (steps on soaked farmland) are graded, dehydrator and extraction barrel give the lowest quality that went in, the lab bench hands paste quality on to cocaine. Crystal and pills stay Standard.

Growing and strains

  • Seedbed soil (loam, rich, prime): moist when water is within four blocks, forgives missing care conditions and speeds the plant up (soil.*).
  • Plant fertilizer (two leaf trim plus bone meal): one grade better buds from a plant that earned at least Good (fertilizer.gradeBonus, fertilizer.minGrade).
  • Grow lamp: counts as open sky up to 4 blocks below and 2 to the sides, so a cellar can grow; a redstone signal switches it off; optional Forge Energy use (lamp.requireEnergy, off by default); a lit lamp over hemp slowly warms the nearest village (lamp.heatPerMinute).
  • Harvest window: ripe plants of quality left standing lose a grade now and then (harvest.witherOneIn, 0 = off, never below standard). This also applies to fields that were already ripe in older worlds.
  • Strains: four new seeds at the seed supplier from level 2 (Highland, Delta Bloom, Dune, Lowland). A strain changes yield and growth speed and wants a climate (indoors under a lamp the biome does not matter). Strains are data (data/<ns>/streettrade/strains/*.json), so packs can add more. Ripe plants give a seed of their strain back (seeds.returnPercent, 25).

Pack sizes and buyers

  • Weed, mushrooms, cocaine and crystal come in eighth (3 g), ounce (28 g) and brick (56 g) besides the 1 g bag. The scale button "Pack size" cycles the sizes; sneak-click packs the pile, a pack right-clicked onto the scale opens it again. Packs sell by the gram minus a discount (packs.discountEighthPercent 3, packs.discountOuncePercent 8, packs.discountBrickPercent 15). A customer takes a pack whole or not at all; dealers take packs, the police fine by grams.
  • Customers with a claim (customer.claimChancePercent, 15 %) only buy a minimum grade and pay customer.claimBonusPercent (20 %) more for goods that meet it.
  • Wholesaler (role streettrade:wholesaler, one per village): appears once a supplier trusts you at wholesale.minLevel (3) and the village has wholesale.minVillagers (6). Buys only ounces and bricks by the gram at 60-80 % of the middle price in dirty cash, up to wholesale.dailyGrams (560 g) a day. Heat and fines count by grams. He refuses packs bigger than his whole day with his own message.

Devices and screens

  • Every device (drying rack, scale, sieve, hash press, pill press, dehydrator, extraction barrel, chemistry bench, lab oven) has a screen: look at it and press the new key Open device screen (V by default). It shows what is loaded, a progress bar and the state in plain words, with a status lamp and the device's colour. Click fields to load, click the output to collect; right-click handling is as before.
  • Hoppers and pipes work on dehydrator, extraction barrel, chemistry bench and lab oven, quality kept. A comparator reads the batch state; a redstone signal coming on starts a loaded station (the lab oven still wants its roof).
  • Recipes are data: every conversion is a recipe of the new type streettrade:processing under data/streettrade/recipe/processing/, so packs can change amounts, capacities and times.
  • Advancement tab "Street Trade" with advancements from first seeds to big plant, cover shop, dispatch, cellar lab, order terminal, shell company, mixing table and crack (vanilla triggers only, nothing needed on the client). Patchouli guide (English and German) with entries for all of the above, including getting started/progress.

Big plants: drying room, greenhouse, extraction plant, reactor

  • Drying room (3x3x3): dries buds by the batch (64 at once, a quarter faster than the rack, dryRoom.speedFactor), keeps every batch's grade and can cure: a batch that rests dryRoom.cureDays (2) more days comes out one grade better. Hoppers in and out, comparator signal. Taking a wall away loses nothing: goods stay in the door and the clock stops until it is whole again.
  • Greenhouse (5 wide, 4 deep, 4 high): six virtual hemp beds that grow one stage per greenhouse.stepTicks (12000) while power (greenhouse.energyPerSecond) and water (greenhouse.waterPerStep) last. A cared-for plant comes out Top shelf. Optional fan (more speed) and filter (less smell heat). Power by FE, water by bucket, pipe or a source block under the trough. The controller says what is missing and where.
  • Extraction plant (3x3x4): makes hash (from dried buds or trim) or coca paste in runs of up to extraction.batchSize (16) units. Plain: 100 % yield, 10 % waste; with the optional condenser 125 % yield, 4 % waste and 75 % of the solvent back. Solvent below one canister is kept in the dropped controller item when you break it.
  • Lab reactor (3x3x4): makes crystal sheets or pills. Bare it wastes 30 %; optional cooler (needs cooling water), filter and hood cut waste and heat. Never an explosion unless reactor.explosions is switched on (off by default).
  • Fluid streettrade:solvent for pipes (no block, no bucket) and solvent canisters; item, energy and fluid capabilities on the controllers and parts. Configs dryRoom.*, greenhouse.*, extraction.*, reactor.*.

Brand and reputation

  • Brand stamp (rename it on an anvil; right-click in the air picks the colour): on a scale, every pack from it carries the brand (item component streettrade:brand).
  • Reputation per player and village (0 to brand.maxReputation 100): sales of good or better, uncut branded ware build 1/2/3 points; the village pays up to brand.maxBonusPercent (25 %) on top. It belongs to the brand owner, also for dealer sales. Wholesalers know no brands. The scale screen shows the reputation.

Cutting

  • Cutting agent on a scale pile turns three units into four (cut.extraPercent, 33). A pile can be cut again and again, one grade lower each round down to standard. Cut ware sells at its new grade, never with a brand bonus, and each branded cut sale costs brand.cutPenalty (10) reputation. Per gram grown, top cut to premium brings about 15 % more, to good about 36 %, to standard about 57 %. Cut and uncut ware do not mix on the scale.

Mixing and Crack

  • Mixing table: put bagged or packed ware on it, add ingredients (sugar, berries, honeycomb, glowstone, kerosene, other ware ...; data registries streettrade:mix_ingredients and streettrade:mix_effects, 21 each) and an empty hand or the screen mixes one step. Each ingredient brings an effect and swaps effects already in the ware, so the order matters. No dice: the same ware with the same chain is always the same variety. Up to 8 effects; a name tag names the next new variety; every player keeps a recipe book and the table can work off a chosen recipe by itself.
  • Effects set strength, addiction and price. Customers have a sweet spot of strength and favourite effects (mix.sweetSpotBonusPercent 20, mix.favouriteBonusPercent 15); too strong pays less, heats the village twice, costs brand reputation and is refused far above the spot. Addictive ware hooks customers (more appetite, shorter waits, wearing off daily). The wholesaler judges the same way.
  • Crack (crack in bag, eighth, ounce and brick; no kilo): cocaine cooked with kerosene in the lab oven, gram for gram, one kerosene per four grams, in the cocaine's grade. The strongest and most addictive base, a little cheaper per gram than cocaine. Kerosene is crafted from a reagent and two coal.

Selling without a village

  • Order terminal: lists every offer of every supplier once, orderTerminal.surchargePercent (10 %) on top, paid in cash; goods arrive after orderTerminal.deliveryTicks and wait in the terminal. Levels, discounts and daily limits are kept per player. Shop-style screen with a tab per supplier; right-click (or V) takes out what has arrived. Bulk crates need cellar lab tier 1.
  • Cellar lab (3x2x2, three tiers bought with clean money, 50,000 / 500,000 / 5,000,000 $): about 1 / 3 / 10 kg a day from one crate of each ingredient per kilo; cocaine gets better with the tier. Underground (cellarLab.undergroundCover, 3 solid blocks above) it draws 25 % of the heat, at the surface 150 %; the heat goes onto the owner, and a village within 96 blocks heats up too. All labs of a player together make at most the daily kilos of his best one. Kilo packs coke_kilo, crystal_kilo; crates of coca leaves, reagent and precursor at the import smuggler and the chemist.
  • Dispatch box: send packed ware out of town. Free shipping pays shipping.pricePercent (55 %) of the middle price, grades and brand count; 1 / 2 / 3 days for up to 10 kg / 100 kg / more. Every shipment loses 2-8 %, can be intercepted (lowered by reputation and own brand) and the middleman keeps a cut and sometimes rips you off. The money waits in the box as dirty cash. Size, interception and travel time follow all grams shipped that day, so splitting a load gains nothing. The box cannot be broken while shipments or contents are in it.
  • Orders: one open order per player (product, minimum grade, grams, 70-80 % of the price, three days), half the interception risk, growing with lab tier and reputation. Every order carries a wish (strength range, sometimes a favourite effect); hitting it pays mix.shipWishBonusPercent (20 %) more. Delivered addictive ware hooks your buyers: bigger orders after a shorter pause.
  • Shell company (tiers 1 to 3, 20,000 / 100,000 / 500,000 \(washed per Minecraft day, upgrades 100,000 / 1,000,000\) clean): launders dirty cash without a village; the company keeps a cut (default 15 %, shellCompany.cutMinPercent/cutMaxPercent, follows the config live). All companies of a player together wash at most the daily amount of his best one.
  • Cover shop (front shop): works like the laundromat; dirty cash from your pockets is booked as clean money at the village daily rate (coverShop.*). Up to 6 items on the front shelf make the takings more believable; a street sale to a customer near the shop puts a share of the dirty cash straight into its till. One front per village within 128 blocks (the older keeps the business).
  • Courier: hire him with a burner phone and cash (courier.hireDollars). Load bags and packs into the shop and sneak-click to send him to another shop of yours at least courier.minDistance away. Nothing runs while he is gone. The farther the shop, the longer the trip and the better the price; he keeps a cut and a trip can go wrong (courier.caughtPercent). What he brings is dirty cash.

Changed

  • Supplier price list: when you cannot pay, the answer says suppliers take banknotes only (cash on your account does not count); the answer has its own line under the cash, and long names are cut with "..." instead of running into the buttons.
  • Cutting no longer pays 85 % of the price (cut.pricePercent is no longer read; an old config value changes nothing). Old cut ware loads and sells as before and can be cut further.
  • The cellar lab remembers its recipe by id instead of list position; an old Mode is translated once when loading.
  • Shell company cut default is now 15/15; an existing config file keeps its values (change cutMaxPercent in streettrade-common.toml or delete the file).

Fixed

  • A picked coca shrub could never grow back to Top Shelf; it now keeps one tended step.
  • Jade's "would make" line showed Standard for everything; it now shows the real quality, and crystal and pills show none.
  • Grow lamp: checked heat and the village every second at negative X coordinates, and lost energy when its chunk loaded.
  • Lab oven: cut cocaine lost the cut mark when cooked; it now gives cut crack.
  • Mixing table screen: all ingredients on the table are shown and can be taken back one by one.
  • Shell company: a cut roll of 0 % with cutMinPercent 0 counted as "not rolled"; it is now kept.

Compatibility

  • Worlds from 0.3.0 load as they are. Old goods and plants read as Standard; old cut ware, old Mode of cellar labs and saved shell company cuts are handled when loading.
  • Server and clients need the same mod version (network version 7; new blocks, items, a synchronised strain registry and changed block state numbering). A 0.4.0 client is turned away by an older server.
  • A world with the new blocks (dry room, greenhouse, extraction plant, reactor, cellar lab and others), strains or fertilized plants cannot go back to an older version.
  • Required: Money and Tycoon Citizens. Optional: Tycoon Calendar, Tycoon Retail, Jade, JEI, Patchouli.

This mod has no additional files