CurseForge · Minecraft mod
MerchantJS
This mod is an addon for KubeJS, expanding its functionality in the trading system.
Quick answer
Which MerchantJS release should I use?
merchantjs-1.0.0.jar targets 1.21.1 with NeoForge. 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 MerchantJS 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 merchantjs-1.0.0.jar need?
merchantjs-1.0.0.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 MerchantJS without breaking your instance.
Built for merchantjs-1.0.0.jar. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use merchantjs-1.0.0.jar. It targets 1.21.1 with NeoForge; 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 merchantjs-1.0.0.jar. It opens that exact file at the source.
About this project
What does MerchantJS add?
MerchantJS
This mod is an addon for KubeJS, expanding its functionality in the trading system.
Create Custom Trades Anywhere
This mod allows you to initiate trades anywhere — trade with pigs, with End Stone, with Enchanted Golden Apples, or even out of thin air!
// server_scripts
ItemEvents.entityInteracted(event => {
// Check if the interacted entity is a pig
if (event.getTarget().type === "minecraft:pig") {
// Create a complete trade offer
let offer0 = MerchantJSUtils.createMerchantOffer({
buy: Item.of("minecraft:potato").toNBT(),
buyB: Item.of("minecraft:bread").toNBT(),
sell: Item.of("minecraft:stone").toNBT(),
uses: 0,
maxUses: 50,
xp: 5,
priceMultiplier: 0,
demand: 0
});
// Create a simple trade offer
let offer1 = MerchantJSUtils.createMerchantOffer({
buy: Item.of("minecraft:beef").toNBT(),
sell: Item.of("minecraft:egg").toNBT()
});
// Open a custom trading GUI with the given player, title, and offers
MerchantJSUtils.openMerchant(
event.player,
Component.translatable("Little Piggy’s Cartoon House"),
[offer0, offer1]
);
}
});
The above example lets players trade with pigs, with a fully customizable trading GUI!
And if you need deeper customization — read on.
Selective Trade Availability
Let’s first explain the meaning of each parameter:
let offer0 = MerchantJSUtils.createMerchantOffer({
buy: Item.of("minecraft:potato").toNBT(), // Input item A (required)
buyB: Item.of("minecraft:bread").toNBT(), // Input item B (optional, defaults to empty)
sell: Item.of("minecraft:stone").toNBT(), // Output item (required)
uses: 0, // Number of times used (optional, default 0)
maxUses: 50, // Maximum uses (optional, default 99)
xp: 5, // Experience reward (optional, default 0)
priceMultiplier: 0, // Price fluctuation multiplier (optional, default 0)
demand: 0 // Initial demand value (optional, default 0)
});
Setting maxUses to 0 will make the trade appear unavailable.
Now combine it with this event for dynamic trade control:
// client_scripts
MerchantEvents.switchTrade(event => {
if (event.titleKey == "Little Piggy’s Cartoon House") {
// Check if it’s the pig’s trading window (works with vanilla ones too!)
if (event.getOffer().getMaxUses() == 0) {
Client.player.tell("This trade is locked...");
}
}
});
With this, you can selectively enable or disable trades, which is perfect for stage-based gameplay or progression systems.
Vanilla Trade Compatibility
Vanilla trading already has many mechanics. MerchantJS mainly focuses on creating additional trades easily. For features like restocking, experience, demand, or price fluctuation — you’ll need to handle those yourself.
At minimum, you’ll need a place to store trade-related data (like inventory or stock info), since each call to openMerchant defines the offers anew.
Fortunately, KubeJS’s persistentData works great for this. Then, all that’s left is triggering data refresh when needed.
// server_scripts
MerchantEvents.afterTrade(event => {
event.player.tell(`Thank you for purchasing ${event.getOffer().result.id}! Come again soon!`);
event.player.addXP(event.getOffer().xp);
});
This event fires after any trade occurs — and works for vanilla trades too! If you want to trigger additional actions after trading, this is the place to do it.
As for restocking — just check the time interval whenever you open the trade window.
Future Plans
None for now — but feel free to make a wish!
Project description from CurseForge.
Pick your setup
MerchantJS by Minecraft version and loader
Choose the version and loader you play, then open the matching release.
1.20.6
1 loader build1.20.5
1 loader build1.20.4
1 loader build1.20.3
1 loader build1.20.2
1 loader build1.20.1
1 loader buildCheck the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
MerchantJS versions and loaders
merchantjs-1.0.0.jar
7 Nov 2025
MerchantJS-1.0.0.jar
26 Oct 2025
Looking for an older file? The official CurseForge project page is in Resources.