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Trade Post for MineColonies

Mod

by armele

Add-On to MineColonies - with new buildings and jobs

Downloads

106,116

Type

Mod

CurseForge ID

1288791

Last Updated

Apr 9, 2026

Description

This add-on extends the MineColonies mod.  MineColonies, and it's dependencies, are required for Trade Post to function.  The team supporting MineColonies has created a great mod that has provided hours of fun, and inspired these small additions.  

Trade Post introduces an economic system which allows the selling of excess items for Trade Coins (‡). These coins are used for a variety of purposes, the most significant of which is inter-colony trade via rail. They can also be used to making wishes at a wishing well, unlocking vacations and resorts at which your colonists can improve stats and get happier, and unlocking a recycling center to turn your warehouse full of old parts into useful materias.

They also are an ingredient to unlocking custom building materials used in the Trade Post building style at levels 3 through 5. 

Support

New Features

  • The Parrot is now a new pet, with the Feeder as a pet working block that supports vegetation foraging.
  • Configurable compatibility of the base currency!
WARNING: It has been reported that removing the Trade Post mod once it has been used in a colony causes the colony to become corrupt beyond repair. If you no longer want to use Trade Post I recommend you deconstruct the buildings but leave the jar file in place. (This problem should be resolved as of MineColonies 1.1.1055, but the recommendation remains, for safety's sake.)  

In-Game How-To

Consult the "Economics" research line in the University or the Trade Post advancements tab for tips on where to get started with the features in this mod. 

Use JEI to see what rituals the Trade Coin, Gold Trade Coin and Diamond Trade Coin allow you to perform.

Buildings

Marketplace

Gives you a place for a Shopkeeper to work. They can make just about anything (configured in the hut block) into a cute souvenir to sell to the visitors in the colony, generating Trade Coins (‡). As your building levels increase your economic needs increase as well, so you may wish to upgrade the complexity (and therefor value) of what you sell here over time.

With research you can open up the Rare Finds tab, and your Shopkeeper will offer you deals for purchase with Trade Coins (‡).

Outpost

Having trouble finding all the biomes you need to grow MineColonies crops? Introducing the Outpost - use an Outpost Claim Marker to stake a claim up to 800 blocks from your colony center and establish outpost connected by rail to your Train Station. (You can't use your outpost without first having a train station.)

Your Scout will try to keep your outpost running by ordering everything needed there by train - food, building supplies, etc.

Deliveries can be slow!  You may want to start them out with some food so they don't have to make the arduous treck back to the colony center for their meals. Likewise, builds can take a while, especially with outposts that are a long distance from the colony center. You may need to help them out with supplies, and set sensible minimim stack requirements on necessary tools.

Resort

A resort attracts your citizens who are feeling overworked. Guest Services will tend to vacationing citizens, who can relax and repair their adverse stat, and generate some Trade Coins (‡) for the colony while taking a break from work.

Recycling Center

The recycling center can help you break down your old building materials and other equipment into their raw components so they can be reused. Up to two recycling processes per building level can be in progress at once, and a skilled Recycling Engineer can speed up the process. Success of recycling depends on a variety of factors, including the building level, the level of damage something has taken (if damageable) and the primary skill of the recycling engineer handling the work.

If nothing will be generated by recycling an item, it will simply be shelved in the building (rather than destroyed for nothing).

Train Station

This building facilitates inter-colony trade. Your station master will check to see if the tracks connect to a train station in another colony. Once connected, you can configure the imports you want to be shipped to you (including the quantity and the amount of Trade Coin you will pay for them), and select which exports to other colonies that you wish to fulfil.

Train stations also increase the number of visitors to your colony, which means more shopping at the marketplace!

Pet Shop

The Pet Shop is where the Animal Trainer raises and trains pets for the colony. These pets can take on useful tasks.
Currently supported pets are a Pet Wolf, Fox, and Axolotl. They can herd animals (using the Trough pet working block), scaveging for mushrooms (using the Mushroom Scavenge Base working block) or dredge shallow water for useful material (using the Dredger pet working location). You can assign the pet to a working location in the Pet Assignment tab of the Pet Shop.   With research, your animal trainer can also procure farm animals for your husbandry workers.   Future releases will increase the number and variety of pets and pet tasks.

 

Jobs

  • The Shopkeeper works in the Marketplace, keeping the shelves stocked with souvenirs and ordering up new supply as needed.
  • Guest Services staffs the resort, finding out what the vacationers need to relax, and bringing it to them.
  • The Bartender also works at the resort, mixing up delicious treats that help the vacationers relax.
  • The Recycling Engineer handles all recycling requests at the Recycling Center.
  • The Station Master handles track validation and managing imports and exports.
  • The Animal Trainer trains pets. Check the Animal Training tab of the hut to see what items and building levels are required for different types of pets.
  • The Scout can build Outpost buildings, and handles ordering and distributing needed items that are provided by your Train Station.
  • The Dairyworker works in your Cowhand's hut, and is dedicated to supplementing the herder's best-effort milking with reliable on-demand milk production and the crafting of dairy products to help out the chef.
  • The Stewmelier works in the Chef's Kitchen and takes excess ingredients (configurable in the Perpetual Stew tab) and Seasoning (a wishing-well product) to make a delicious perpetual stew. They will also collect bowls to use, then dish out stew to hungry citizens. They need a cauldron over a campfire as their stew pot.

Research

This mod introduces the "Economics" line of research. Explore it to unlock Trade Post custom buildings and their capabilities.

Style Pack

  • The Trade Post style is a complete MineColonies style which uses the custom blocks and requires trade coins for levels 3+.
  • The Hills style is an in-progress style designed to work well in hilly terrain.

Custom Items

  • Building huts associated with the buildings described above.
  • Souvenir - intended primarly to be sold at the marketplace, but may have decorative value.
  • Advanced Clipboard - Just like the regular clipboard but with a button that filters the outstanding needs down to only those expected to be fulfilled by a player.
  • Trade Coin - These coins come in Bronze, Gold and Diamond levels.  Bronze coins can be minted from the marketplace by sneak-right-clicking your advanced clipboard on the Marketplace hut, or using the button in the economic tab of the marketplace building. The hut must be upgraded to level 2 before extracting coins is available. Gold and Diamond coins are crafted from their lower-level counterparts. Trade Coins can be used at a Wishing Well to trigger certain effects, including creating building materials for Level 3 through 5 building materials in the Trade Post style.  A wishing well is created by surrounding a 2x2 pool of water (1 deep) with Mixed Stone.
  • A variety of items supporting Guest Servcies and Bartender's ability to serve at the resort.

Custom Blocks

  • Block implementations of the building huts.
  • A few new building materials (mixed stone, thatch, plaster, rough stone, weathered rough stone, rough brick, endethyst, endmarine, marine lapis)
  • A few new Architect's Cutter recipes in the Timberframe style.
Pet Working Blocks Indicate what job a pet should take on. You can rename these blocks in an Anvil to give them more recognizable names when assigning animals to jobs in the Pet Shop (using the Pet Assignment tab).  See the wiki for more detail.  

Configuration

This mod supports the Neoforge configuration hooks, and a number of settings can be configured in-game. These configurations are reasonably well described there.

Making Wishes

When you throw Trade Coins (‡) into a wishing well with another object, your wish might come true!

Look in the JEI for ritual recipes the Trade Coin can be used for.

Ritual recipes are configured through a datapack entry.

Citizen Behaviors

Citizens who have been worked too hard (low Adverse skill) will occassionally go on vacation, where their Adverse skill is repaired, and some income for the colony is generated.

Visitor Behaviors

Visitors will go shopping at the marketplace, once built.  Building a train station increases the number of visitors your colony will see.

Installation

Preferred: Use CurseForge.

Alternate: Download the appropriate mctradepost-x.y.z.jar file from Github at the root project directory.
Copy that Jar file into your mods directory.
Note that MineColonies and its dependencies must be present to work. JEI is recommended, but not required.

Compatibility Reference

mctradepost-1.05.011 -> MineColonies 1.1.1290 (Minecraft 1.21.1) with the NeoForge loader. mctradepost-1.05.010 -> MineColonies 1.1.1287 (Minecraft 1.21.1) with the NeoForge loader. mctradepost-1.04.012 -> MineColonies 1.1.1253 (Minecraft 1.21.1) with the NeoForge loader. mctradepost-1.04.010 -> MineColonies 1.1.1250 (Minecraft 1.21.1) with the NeoForge loader. mctradepost-1.04.002 -> MineColonies 1.1.1233 (Minecraft 1.21.1) with the NeoForge loader. mctradepost-1.04.001 -> MineColonies 1.1.1225 (Minecraft 1.21.1) with the NeoForge loader. mctradepost-1.03.009 -> MineColonies 1.1.1197 (Minecraft 1.21.1) with the NeoForge loader. mctradepost-1.03.004 -> MineColonies 1.1.1168 (Minecraft 1.21.1) with the NeoForge loader. mctradepost-1.01.007 -> MineColonies 1.1.1134 (Minecraft 1.21.1) with the NeoForge loader.   There are no plans to support earlier versions of Minecraft or other Mod Loaders. Later version of Minecraft support should follow closely behind the Minecolonies support of those versions.  

Screenshots

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External Resources