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CurseForge · Minecraft mod

Nomadic Caravans

Adds immersive nomadic travellers who camp in tents with herds of yaks, offering unique trading, portable shelters, and tameable animals to your Minecraft world

Choose a version Pick your version below, then grab the matching file.

Quick answer

Which Nomadic Caravans release should I use?

Updated 3 days ago
Latest stable file nomadcaravans-neoforge-2.0.0.jar
Game version 26.1.2
Loader NeoForge

Nomadic Caravans nomadcaravans-neoforge-2.0.0.jar targets 26.1.2 with NeoForge. The project page does not say whether this file belongs on the client, dedicated server, or both. All 1 required mods have matching files.

Where it goes

Is Nomadic Caravans required on the client, server, or both?

The project page does not say whether this file belongs on the client, dedicated server, or both.

Client Source doesn’t say
Dedicated server Source doesn’t say
Loader for this release NeoForge
Required install it here Optional supported, not mandatory Not supported do not install here Source doesn’t say do not assume

The source does not explicitly classify this release as client-only or server-only.

What else does Nomadic Caravans nomadcaravans-neoforge-2.0.0.jar need?

nomadcaravans-neoforge-2.0.0.jar. Change the file and its required mods may change too.

All 1 required mods have matching files

Install GeckoLib first. We found matching files for this game-version and loader setup. 2 come through another mod in the chain.

2 listed on this file 2 pulled in by those mods
LambDynamicLights Optional for Nomadic Caravans nomadcaravans-neoforge-2.0.0.jar
optional
Matching file found Matched file: LambDynamicLights 4.11.1 (26.1.2)
GeckoLib Needed by Nomadic Caravans nomadcaravans-neoforge-2.0.0.jar
required
Matching file found Matched file: NeoForge 5.5.2
Mod Menu Needed by LambDynamicLights
pulled in
No matching file
Fabric API Needed by LambDynamicLights
pulled in
No matching file

2 extra mods were pulled in by other dependencies. Indented rows show who needs each one. We only count dependency files that match this setup. A file for another loader does not fill the gap.

Before you install it

Add Nomadic Caravans without breaking your instance.

Built for Nomadic Caravans nomadcaravans-neoforge-2.0.0.jar. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use nomadcaravans-neoforge-2.0.0.jar. It targets 26.1.2 with NeoForge; another release may have different loader, side or dependency requirements.

  2. 02

    Bring the mods it needs

    Install GeckoLib first. We found matching files for this game-version and loader setup. 2 come through another mod in the chain.

  3. 03

    Put it on the correct side

    The project page does not say whether this file belongs on the client, dedicated server, or both.

  4. 04

    Pick the file you checked

    Use the “Get this file” button beside nomadcaravans-neoforge-2.0.0.jar. It opens that exact file at the source.

About this project

What does Nomadic Caravans add?

Nomadic Caravans

The Caravan

Out on the plains you may come across a nomad camp: a yurt for the leader, small urts for the rest, a campfire with a cauldron hung over it, painted chests holding a working camp's goods, and a post with the herd tied to it. Camps keep well clear of villages — these are not settled folk, and they do not overwinter beside those who are.

A camp is a household, and every member has a place in it:

The Caravan Leader

The caravan's merchant and its authority. He keeps the yurt, deals in the goods of the road, and holds the camp together — deciding when the tents come down and where the caravan walks next.

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  • Trade with him for yak wool, salt, dried and cooked meat, hides, and nomad-made gear, including armour and the nomad bow.
  • Should he fall, the caravan does not scatter. The senior follower steps up and takes his place, inheriting the profession and the responsibility, and the camp carries on under a new leader.

Followers

The ordinary nomads of the household. They keep to the camp while it stands — tending it, sheltering in the tents — and take to the road behind the leader when the caravan moves.

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Caravan Guards

Two armed nomads travel with every camp: an archer with the nomad bow, and a brute with the nomad sword and shield. Both wear the full set of nomad armour.

  • They watch the camp, not the horizon — a guard will not chase a threat far from its people, and it returns to the herd once the danger has passed.
  • They hunt hostile monsters that come near, and they answer for the whole household: harm any member of the caravan and every guard within earshot will come for you.
  • A guard's gear is issued, not owned, and rarely survives its death intact. Occasionally a battered piece of nomad kit can be taken from one that falls.

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The Trades of the Camp

A household that carries everything it owns still has hands for work. Set the right tool down in a camp and a nomad will take it up as their own — four crafts beyond the leader's own trade, each answering to its own workstation.

  • The Felter works the spindle, turning fleece into thread. She buys wool by the armful and sells the tents themselves — an urts or a whole yurt, for the right price.
  • The Herder keeps the saddle rack. He deals in leads and in the paperwork of ownership, and will take dung and raw meat off your hands.
  • The Provisioner cooks at the tripod cauldron — cooked meat and salt, the food of a camp that has stopped for the night.
  • The Curer tends the drying rack, and deals in everything the wind and time have preserved: dried meat by the bundle, and hides bought by the stack.

Bring one of these blocks to an unemployed villager and you have made a nomad of them, wherever they stand.


Camp Life

A caravan does not stay. It camps for a few days, then at first light the tents come down — packed whole, with everything inside them still in place — the post is pulled from the ground, the yaks are brought in on their leads, and the household walks. They travel until dusk, and wherever they have reached when the light goes, they pitch camp again: each tent finding its own footing on the ground it lands on, the post driven back in, the herd tethered anew.

image The tents are theirs. A camp tent cannot be taken by a player — not broken down, not carried off.


Tents

Nomads sleep under two kinds of roof, both raised on a stripped oak frame:

  • The Yurt — The round steppe tent, roomy and low. The leader's tent.

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  • The Urts — Smaller and quicker to raise. What the followers sleep under.

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image Both are yours to purchase. Set one down and it unrolls into a full shelter you can walk into and furnish. Crouch and take it back and it packs up with its contents intact — the bed you laid, the chest you filled, the decorations you hung all travel with the bundle and reappear exactly as you left them when you pitch it somewhere new. A tent on your back is a home you have not lost.

Smoke finds its way out: leave the ring at the crown of the yurt clear and it will draw properly, the way it should.


Furnishing a Tent

A tent with nothing in it is a canvas bag. These are the things a nomad household actually carries — all of them craftable, all of them packed away with the tent when it comes down.

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  • The Bedroll — Rolled up when you set it down, it unrolls itself into a bed you can sleep in. Crouch with an empty hand and it rolls back up into your pack. A bed that travels.

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  • The Avdar — The painted chest of the steppe, and a working one: a full chest's worth of storage behind a lid that swings open as you use it. The camps you find carry their own, and what is inside is worth looking at.

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  • The Shiree — The low table a household eats at. Set a single item on it and it stays there on display, the way an item frame holds a thing, but flat and in the middle of the room.

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  • The Cushion — Floor seating, because nobody at a shiree is sitting on a chair. Right-click one and you sit down on it. The saddle rack will take your weight the same way, if you would rather perch on that.
    • The Herder keeps the saddle rack. He deals in leads and in the paperwork of ownership, and will take dung and raw meat off your hands.

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  • The Tea Kettle and Wooden Bowl Set,

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Work of the Camp

The Spindle

Wool goes in, thread comes out. Right-click a spindle with any wool — vanilla fleece or a yak's own — and it spins four string from it. It is the only way most caravans ever see thread, and it turns a sheared herd into something useful.

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The Drying Rack

Twelve pieces of meat can hang on a rack at once, and each one takes a full day and night to cure. Hang them as you catch them; they finish on their own schedule, and you can see at a glance which are ready by the colour of what is hanging there.

It will take anything worth preserving — yak, beef, pork, mutton, chicken, rabbit, cod and salmon all come off it as dried meat, food that fills more than cooking ever will and keeps without a fire.

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The Tripod Cauldron

Set it down over a lit campfire and it drops to hang above the flames the way a cooking pot should. Nine things can go in it, one of each, and it cooks anything a campfire would — slower than the fire alone, but you load it once and walk away rather than feeding it four at a time.

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The Argal Basket

Argal — dried dung — is what you burn when there is no wood for a hundred miles, and the herd leaves it behind wherever it grazes. It burns as long as coal.

Feed a basket eight pieces and it presses them into a Block of Argal, which burns longer pressed than loose. There is no other way to make one; the basket is the press.

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Salt

Salt is not decoration. Rub it into raw meat and you have dried meat immediately — the impatient road to what the rack does slowly, paid for in salt rather than in days.

It is also the thing every animal on the steppe wants. Yaks and camels will follow a block of salt the way other beasts follow wheat, and it will tame and breed them just the same.


Yaks

The animal the caravan is built around. Shaggy, sure-footed, and content on ground that would starve other herds.

  • A yak that knows you can be saddled and ridden, packed with a chest, and dressed in a coloured carpet, and ownership can be signed over to another with a written deed.
  • All of them can be sheared for wool — brown, grey, or white depending on the beast — and will grow their coat back after grazing. They breed with wheat, or with salt.

The Caravan Yaks

The domesticated stock — the Brown yak that caravans have and the White yak that can appear with a wandering trader

  • You can purchase these from their owners.

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The Captured Yak

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image Sometimes you may come across a Gray Yak captured by Bandits. Rescue it and it shall be yours.

  • Feed it a haybale after wiping out the capturers and he will trust you.

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The Wild Herds

These are untameable stock: no hay bale will win them, no saddle will sit on them, and they carry nothing for anyone. They can still be sheared and they will still breed, but they answer to no one.

They are found as a mixed herd — a Gray yak at its head, with a few others and sometimes a calf at foot. And the Gray yak at the head of it is not a gentle animal. Provoke one and it will lower its horns, paw the ground, and charge, hitting harder than you expect and faster than you can outrun. Strike one and the whole herd remembers you for a good while afterwards.

image There is one way to bring wild blood into your care: raise it yourself. A calf born of two wild parents, brought up by your hand, grows into a tame animal of its parents' breed — the only path from the mountain herds to a yak that will carry your chest.

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The Bactrian Camel

Where the grass gives out and the sand begins, the yak has no business — and the two-humped Bactrian camel does. It carries what a yak carries and asks less of the ground it walks on.

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image Everything you can do with a yak you can do with a camel: tame it, saddle it, ride it, load it with a chest, throw a coloured carpet over its humps. It grazes like they do, and leaves the same argal behind.

  • It answers to hay and to salt, the same as the herd does.

You will not find one wandering the dunes on its own. The bactrian is a throwback: about one camel calf in ten grows up with the second hump, and the camels of the desert villages are where that blood runs. Watch a village herd long enough and one will turn up.

And where a caravan crosses the sand, it crosses it on camels — a household on the move through desert, badlands or savanna will have camels at its back instead of yaks.


The Road

The plains are not empty, and the caravan is not the only thing moving on them.

Wandering Caravans

Every so often, out under open sky, you will find a caravan already on the march — a leader with a yurt on his back, followers carrying the small tents, guards to either side, and the herd walking behind. They are going somewhere. Follow them to nightfall and you will watch them make camp from nothing.

Bandit Raids

Others have noticed that a caravan carries everything it owns. Bandits come for them — not for you, though they will not mind — and when they do, the guards earn their keep.

Both of these are rare, and both only happen under open sky. Both can be switched off in the config if you would rather the plains stayed quiet.


Bandits

Somebody has to be the reason the guards exist.

Bandits keep to their own camps — a ring of dark tents around a cage, and often a stolen yak inside it. They wear their own blackened cut of nomad armour and carry the same weapons the guards do.


Gear of the Nomad Guards

All of these are craftable and purchasable

  • Nomad / Bandit Armour — A full set of yak-hide gear, sturdier than expected.
  • Recurve Bow — The recurve bow the guards' archers carry.
  • Khukuri Sword and Wicker Shield

Every piece takes an enchantment the way its vanilla counterpart would, and the bow wears down with use like any other.


A Note on Their Lanterns

image The white and gray yaks carry lit lanterns through the dark. If you run a dynamic lighting mod, they will cast real light as they walk — that is the intended sight, and Nomad Caravans stays out of its way. For anyone playing without one, there is an option to switch on a simpler light that follows the yak instead. It is off by default but can be toggled in the config.


Config

A handful of knobs, in nomadcaravans.properties:

  • lanternLightBlocks — the fallback lantern light described above. Off by default.
  • wanderingCaravans — caravans met on the road. On by default.
  • banditRaids — bandits attacking caravans. On by default.
  • bactrianGrowthChance — how often a camel calf grows up two-humped. 0.10 by default.

Project description from CurseForge.

Pick your setup

Nomadic Caravans by Minecraft version and loader

Choose the version and loader you play, then open the matching release.

2 available setups

Check the dependencies, then try the file in a copied instance before changing a world you care about.

Recent files

Nomadic Caravans versions and loaders

8 of 8 releases match

Looking for an older file? The official CurseForge project page is in Resources.