Back to mods
Caravans project artwork

CurseForge · Minecraft mod

Caravans

Merchant wagons roll across your world on a timer, guarded by armed soldiers who fight back when you raid them. Cut a wagon down for a loot chest of Poor, Average or Perfect grade, or plan its route yourself with an in-game wand.

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

Quick answer

Which Caravans release should I use?

Updated yesterday
Latest stable file caravans-1.1.1.jar
Game version 1.20.1
Loader Forge

caravans-1.1.1.jar targets 1.20.1 with Forge. 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 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 Forge
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 caravans-1.1.1.jar need?

caravans-1.1.1.jar. Change the file and its required mods may change too.

All 1 required mods have matching files

Install Villager Recruits: Claim and Siege Update! first. We found matching files for this game-version and loader setup. 12 come through another mod in the chain.

1 listed on this file 12 pulled in by those mods
Corpse Needed by Villager Recruits: Claim and Siege Update!
pulled in
Matching file found Matched file: [FORGE][1.20.1] Corpse 1.20.1-1.0.23
Epic Knights: Addon Needed by Villager Recruits: Claim and Siege Update!
pulled in
Matching file found Matched file: [1.20.x-forge]-Epic Knights: Addon-2.6
Villager Workers 2 Needed by Villager Recruits: Claim and Siege Update!
pulled in
Matching file found Matched file: workers-1.20.1-2.0.3.jar
ewewukek's Musket Mod Needed by Villager Recruits: Claim and Siege Update!
pulled in
Matching file found Matched file: 1.20.1-Forge-1.5.4
siegeweapons Needed by Villager Recruits: Claim and Siege Update!
pulled in
Matching file found Matched file: siegeweapons-1.20.1-0.2.5.jar
Small Ships [Fabric & Forge] Needed by Villager Recruits: Claim and Siege Update!
pulled in
Matching file found Matched file: smallships-forge-1.20.1-2.0.0-b1.4.jar
RpgZ Needed by Villager Recruits: Claim and Siege Update!
pulled in
Matching file found Matched file: rpgz-0.6.0-forge+1.20.1
Jade 🔍 Needed by Corpse
pulled in
Matching file found Matched file: [Forge 1.20.1] 11.13.3
Architectury API Needed by Epic Knights: Shields, Armor and Weapons [Fabric/Forge/NeoForge]
pulled in
No matching file

12 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 Caravans without breaking your instance.

Built for caravans-1.1.1.jar. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use caravans-1.1.1.jar. It targets 1.20.1 with Forge; another release may have different loader, side or dependency requirements.

  2. 02

    Bring the mods it needs

    Install Villager Recruits: Claim and Siege Update! first. We found matching files for this game-version and loader setup. 12 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 caravans-1.1.1.jar. It opens that exact file at the source.

About this project

What does Caravans add?

Caravans

Caravans puts moving, defended targets on your map. Every so often a horse-drawn merchant wagon sets out across the world with an armed escort walking beside it. It follows a real route, it fights back, and if you manage to bring it down it spills a chest of cargo whose value you will not know until you open it.

Built for Minecraft 1.20.1 (Forge) and aimed at medieval and roleplay servers, where a caravan raid gives players a reason to leave base and a reason to fight each other over the road.


How a raid plays out

  1. The server rolls a random interval — roughly an hour on default settings — and a caravan departs.
  2. Every player gets a chat announcement, with the departure coordinates if the server allows it.
  3. The wagon walks its route at a loaded-cart pace, two draught horses in the traces, two to four soldiers marching alongside.
  4. You attack. The entire escort turns on you at once — hitting the wagon, a guard, or even one of the horses is enough.
  5. Fight past them and break the wagon. A chest drops where it falls, its cargo graded Poor, Average or Perfect.
  6. Leave it alone and the caravan reaches its destination and disappears. The cargo is gone.

The wagon

  • A custom covered wagon model, roughly 2.4 blocks wide and 3 blocks tall, with a draught pole out front and four wheels that turn as it travels.
  • Walks a real waypoint route using ground pathfinding, with stuck detection so a wagon that jams against terrain steers itself free instead of standing still forever.
  • Tough but not invincible: health, armour and speed are all configurable (150 HP by default).
  • Two draught horses are pinned to the yoke. They take no damage themselves — hitting a horse is treated as hitting the wagon, so you cannot cripple a caravan by picking off the animals.

The escort

Guards are not decoration. They are configured by entity id, so you can escort your caravans with whatever soldier entity your modpack already has.

  • They retaliate, together. Damage the wagon, a guard or a horse and the attacker is handed to every guard in the caravan immediately.
  • They stay with the cargo. Guards only fight within a leash radius of the wagon (24 blocks by default). Run far enough and they break off and return — you cannot pull the escort away and then double back for a free wagon.
  • No friendly fire. Members of the same caravan cannot damage each other, so a stray arrow in a melee never turns the escort on itself.
  • Periodic recall. Every three minutes any guard that has drifted too far is brought back beside the wagon, so terrain can never strand an escort.
  • Kitted out. Guards spawn in full diamond armour and carry rations. Armour does not drop by default — a few full diamond sets per caravan would be worth more than the cargo — but that is one config line away.
  • By default they are not hostile on sight. They are guards, not bandits. There is a config switch if you want them to be.

Recruits support (optional)

Caravans works out of the box with the Recruits mod, and the default guard list uses Recruits soldiers: recruit, recruit_shieldman, bowman and crossbowman.

There is no hard dependency. Guard entities are looked up from registry ids at runtime, so Caravans installs and runs on its own — it simply falls back to a configured vanilla entity when the ids are not present. Want to escort caravans with something else entirely? Put its id in the config. Not sure what the id is? Run /caravan probe <modid> in game and the mod prints every entity that mod registered.


Cargo

When a wagon dies, a chest is placed at the wreck with its loot table still unrolled — the contents are generated the moment a player opens it, so nobody can peek before the fight is over.

Grade Default chance Roughly what is inside
Poor 55% Bread, wheat, coal, leather, iron nuggets, a handful of emeralds
Average 35% Iron and gold, emerald stacks, armour pieces, a saddle, trade goods, a chance at an enchanted book
Perfect 10% Diamonds, emerald and gold blocks, enchanted diamond gear, horse armour, netherite, treasure enchantments

All three are ordinary datapack loot tables (caravans:chests/wagon_poor, wagon_average, wagon_perfect). Drop a file with the same path into your world's datapack folder and you have rewritten the entire cargo economy without touching the mod. The odds themselves are weights in the config.


Plan the roads yourself

Left alone, the mod generates a curving route through open terrain near your players. But if you have built roads, you probably want caravans to use them.

The Caravan Wand lets you walk your road and lay the route down by hand:

Action Result
Right-click a block Adds the next waypoint
Sneak + right-click a block Removes the last waypoint
Right-click the air Lists the current draft
Sneak + right-click the air Clears the draft

Then /caravan route save <name>. Saved routes live in the world save and survive restarts. You can drop waypoints as far apart as you like — the mod re-samples the line and snaps it to the ground before a wagon uses it, which is what keeps vanilla pathfinding from giving up on a waypoint four hundred blocks away.

/caravan route show <name> draws the finished path in particles so you can walk it and check your work.


Commands

All commands require permission level 2 (operator).

Command What it does
/caravan wand Gives you a Caravan Wand
/caravan route save <name> Saves the wand's draft as a named route
/caravan route list Lists saved routes
/caravan route info <name> Prints every waypoint of a route
/caravan route show <name> Draws the route in particles
/caravan route delete <name> Deletes a route
/caravan spawn [route] Sends a caravan out right now
/caravan list Shows caravans currently on the road
/caravan stop Removes every active caravan
/caravan next Time remaining until the next departure
/caravan next now Triggers the next departure immediately
/caravan probe <modid> Lists every entity id a mod registered

Configuration

Everything lives in config/caravans-common.toml, grouped and commented. Some of what you can change:

  • Spawning — interval range, how many caravans may be on the road at once, how far from players they appear, which dimensions they use.
  • Routes — prefer saved routes or always generate, generated route length, waypoint spacing, arrival tolerance.
  • Wagon — health, armour, speed, lifetime, whether draught animals spawn and which entity they use.
  • Guards — the entity id pool and fallback, how many spawn, follow and leash distances, the recall interval, friendly fire, hostile-on-sight, cleanup delay.
  • Guard equipment — each armour slot by item id, armour drop chance, ration item and stack size.
  • Loot — the weight of each cargo grade.
  • Notifications — departure, arrival and destruction messages, and whether departure coordinates are revealed.

Requirements

  • Minecraft 1.20.1
  • Forge 47+
  • Install on both the server and the client — the mod adds a custom entity and its renderer.
  • Recruits is optional. Install it for soldier escorts; without it the escort falls back to the configured vanilla entity.

Language support

English and Turkish are included. Every message, item and entity name goes through the language file, so additional translations only need a resource pack.


Notes

  • The wagon is a wide entity and needs a two-block-wide, three-block-high corridor to walk through. Dense forest and steep terrain will slow a caravan down; open ground and built roads look best.
  • Caravans that never reach their destination are cleaned up automatically, and the escort is removed shortly after a wagon is destroyed, so nothing accumulates on a long-running server.
  • Forge does not rewrite an existing config file when defaults change. After updating, either delete caravans-common.toml to regenerate it or check the changed keys by hand — newly added keys are appended automatically.

Project description from CurseForge.

Pick your setup

Caravans by Minecraft version and loader

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

1 available setups

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

Recent files

Caravans versions and loaders

2 of 2 releases match

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