CurseForge · Minecraft mod
Trading Post: Distant Colonies
Craft a Trading Post, order goods from distant colonies, and receive your purchase via cargo plane airdrop.
Quick answer
Which Trading Post: Distant Colonies release should I use?
Trading Post: Distant Colonies trading_post-1.0.2.jar targets 1.20.1 with Forge. The project page does not say whether this file belongs on the client, dedicated server, or both. No extra mods listed for this file.
Where it goes
Is Trading Post: Distant Colonies required on the client, server, or both?
The project page does not say whether this file belongs on the client, dedicated server, or both.
The source does not explicitly classify this release as client-only or server-only.
What else does Trading Post: Distant Colonies trading_post-1.0.2.jar need?
trading_post-1.0.2.jar. Change the file and its required mods may change too.
This file does not list any required mods. Do not add a library just because a different file uses it.
This file does not list any required or optional mods.
Before you install it
Add Trading Post: Distant Colonies without breaking your instance.
Built for Trading Post: Distant Colonies trading_post-1.0.2.jar. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use trading_post-1.0.2.jar. It targets 1.20.1 with Forge; another release may have different loader, side or dependency requirements.
- 02
Bring the mods it needs
This file does not list any required mods. Do not add a library just because a different file uses it.
- 03
Put it on the correct side
The project page does not say whether this file belongs on the client, dedicated server, or both.
- 04
Pick the file you checked
Use the “Get this file” button beside trading_post-1.0.2.jar. It opens that exact file at the source.
About this project
What does Trading Post: Distant Colonies add?
Trading Post
Craft a Trading Post, order goods from six distant specialist colonies, and watch a cargo plane fly the route and airdrop your purchase by parachute.
What it does
- A living market, not a shop. Six colonies — Woodcutters, Desert Traders, Stonemasons, Miners' Guild, Farmers' Collective, Ocean Traders — each hold stock that depletes when you buy and regenerates over time. Prices move against supply: buy a colony down toward its reserve floor and the price climbs; sell into a glut and it falls. Large orders are priced progressively, so you pay more at the margin.
- Deliveries actually arrive. Purchases aren't teleported into your inventory. A freight plane flies a straight pass overhead, releases a parachute crate at the midpoint, and it lands near you as a real block you loot. Big orders split across multiple crates that scatter around you rather than overstuffing one. Once a crate is emptied it removes itself, so it never becomes clutter.
- The plane routes around terrain. Before it spawns, the game samples terrain along eight candidate headings and picks the flattest one, then flies high enough to clear it — including over chunks that aren't loaded yet.
- Colonies trade with each other. In the background, colonies import from one another along hand-authored demand links, and occasionally place a large one-off order for construction materials. Prices are shaped by an economy that runs whether or not you're watching.
- Modpack-friendly by design. The catalog is tag-driven, not a hardcoded item list. Any mod that tags its ingot
forge:ingotsor its woodminecraft:logsshows up automatically, priced from its own rarity — no per-item configuration needed. - Editable without recompiling. Pack authors and server owners can add items or reprice existing ones via a datapack — drop a JSON file, no Java required. See the GitHub README for the format.
Getting started
Craft a Trading Post with an emerald, a chest, and any planks:
E
PCP
PPP
Place it, right-click to open the market, and buy something. Emeralds are the currency — sell back into the same market to earn them.
Configuration
config/trading_post-common.toml covers market tuning (regeneration rate, price band, reserve floor/ceiling), the background colony economy, and delivery behavior (flight speed, altitude, terrain clearance, parachute fall time, landing search radius).
Links
Source, issue tracker, and full documentation: //github.com/jordstyer/trading-post" rel="noopener nofollow" target="_blank">https://github.com/jordstyer/trading-post" target="_blank" rel="noopener noreferrer">https://github.com/jordstyer/trading-post
License
MIT — free to include in modpacks without asking.
Project description from CurseForge.
Pick your setup
Trading Post: Distant Colonies by Minecraft version and loader
Choose the version and loader you play, then open the matching release.
Check the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
Trading Post: Distant Colonies versions and loaders
trading_post-1.0.2.jar
7 Aug 2026
trading_post-1.0.1.jar
7 Aug 2026
trading_post-1.0.0.jar
7 Aug 2026
Looking for an older file? The official CurseForge project page is in Resources.