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Street Trade project artwork

CurseForge · Minecraft mod

Street Trade

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

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

Quick answer

Which Street Trade release should I use?

Updated today
Latest stable file Street Trade 0.3.0
Game version 1.21.1
Loader NeoForge

Street Trade 0.3.0 targets 1.21.1 with NeoForge. The project page does not say whether this file belongs on the client, dedicated server, or both. All 3 required mods have matching files.

Where it goes

Is Street Trade 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 Street Trade 0.3.0 need?

Street Trade 0.3.0. Change the file and its required mods may change too.

All 3 required mods have matching files

Install Tycoon Citizens, Money - Cash, ATM & Accounts, Tycoon Calendar first. We found matching files for this game-version and loader setup. 1 comes through another mod in the chain.

2 listed on this file 1 pulled in by one of those mods
Tycoon Citizens Needed by Street Trade 0.3.0
required
Matching file found Matched file: Tycoon Citizens 0.1.0
Tycoon Calendar Needed by Tycoon Citizens
pulled in
Matching file found Matched file: Tycoon Calendar 0.1.2

1 extra mod was pulled in by another dependency. 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 Street Trade without breaking your instance.

Built for Street Trade 0.3.0. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use Street Trade 0.3.0. It targets 1.21.1 with NeoForge; another release may have different loader, side or dependency requirements.

  2. 02

    Bring the mods it needs

    Install Tycoon Citizens, Money - Cash, ATM & Accounts, Tycoon Calendar first. We found matching files for this game-version and loader setup. 1 comes 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 Street Trade 0.3.0. It opens that exact file at the source.

About this project

What does Street Trade add?

Street Trade

Grow it, cook it, bag it, sell it - and stay ahead of the police.

A build-from-nothing trade mod inspired by Schedule I, built around what Minecraft already gives you: villages, distance and time. There is no shop menu and no sell button. Your market is the people who live in your villages, and every sale leaves a trace.

The weed line

Buy seeds from a supplier - his first handful is free. Grow hemp on farmland through eight stages until it stands two blocks tall. Hang the harvest on a drying rack for a Minecraft day, then weigh it out on a pocket scale into zip bags, one gram each. Nobody on a street corner buys loose buds.

The hash line

Taking dry branches off the rack leaves you trim. Shake trim or buds through a dry sift screen into kief - about a tenth of trim's weight, a fifth of a bud's, the real yields - and press the kief into hash in a screw press. Less money per plant, but a customer pays two to three times as much per gram, and heat and fines count units, not dollars.

The mushroom line

Fill a grow box with substrate, inoculate it with a spore syringe and keep it in the dark - light 7 or less. Mycelium, pins, mushrooms: two flushes before the substrate is spent. A dehydrator dries them gram for gram, and the scale bags them.

The cocaine line

The coca shrub is picked, not cut, and grows back. Soak the leaves with solvent in an extraction barrel into paste, turn paste and reagent into powder on a chemistry bench, weigh it out.

The lab: crystal and pills

A lab needs a building - bench and oven do not work under the open sky. The bench mixes precursor and reagent into trays for the lab oven; a breaking hammer turns a baked sheet into shards. Or mix precursor and solvent into powder and crank it through a pill press. Forget the fume hood and the smell drifts over to the nearest village. Everything in the lab is a black box with made-up ingredients.

Customers

Every village carries its own customers - one for every three villagers, up to five - so a bigger village is a bigger market. Each has an appetite and a taste per product, with a price of their own for each. They want something again about once a day. The harder the drug, the more it pays and the more it costs: cocaine sells for up to a hundred dollars a gram, heats a village three times as fast as weed and is fined four times as hard.

Suppliers and dealers

Four suppliers - the farmer, the forager, the smuggler and the chemist - each with his own price list and a relationship that grows with what you spend. Get to know one well and he introduces the next, who moves into the village, into a hut, a container store or an old trailer of his own. Regulars can be hired as dealers with a burner phone: they sell for you and keep a cut - and when the police catch one, he talks.

Heat and police

Every sale makes a village hotter. Past a threshold officers patrol it, more and further out the hotter it gets. An officer who spots goods on you walks over, seizes them, takes a fine out of the cash you carry and seizes your dirty money as proceeds. Goods in your hand are seen from ten blocks, in your bag from three, and crouching halves both. A village that grows big enough builds a police station that is always manned. Nobody gets killed: the police cost you money, not your life.

Dirty money and laundering

Customers pay in physical dirty cash from the Money mod. It spends like any other money, but pay too much of it into an ATM and the bank reports you - a fine off your account and a hotter village. Every village big enough has a launderer who cleans it on the spot for a 20 to 30 percent cut. Or set up a laundromat of your own as a front: slow and cheap, it books your dirty cash to your account as takings, as much a day as the village could believably spend there.

Multiplayer and SkyBlock

Built for shared servers from the start: money only moves on the server, suspicion is per player, fronts can only be broken by their owners, and the mod's people cannot be led away. On SkyBlock, build a village with a bell and villagers and everything comes to it - including a supplier, since there is no generated farm for him to live on.

Requirements

  • Minecraft 1.21.1, NeoForge
  • Money 0.2.0 or later (required) - cash, purses, ATMs and accounts

Numbers are balanced against real figures where they exist - a gram of street weed at about ten dollars, a day to dry, real sift yields - and everything tunable sits in the config.


A note on how this was made

This mod was built with substantial help from AI. The design decisions, the playtesting and the direction are mine; a large share of the code, the textures and this text was written with an AI assistant. I would rather say that plainly than have you wonder.

Discord

Questions, bug reports, ideas, or just want to show what you built? Join the Discord - that is where I answer fastest, and where the next version gets shaped.

Project description from CurseForge.

Pick your setup

Street Trade 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

Street Trade versions and loaders

3 of 3 releases match

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