Mods / Cartwright´s Caravan
Author: Freakyuser396
Side: Both
Created: Mar 10th at 8:10 PM
Last modified: Nov 12th at 11:41 PM
Downloads: 106931
Follow Unfollow 1300
Recommended download (for Vintage Story 1.21.2 - 1.21.5):
CartwrightsCaravan_1.8.0.zip
1-click install
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.8.0 | cartwrightscaravan | 8263 | Nov 12th at 11:41 PM | CartwrightsCaravan_1.8.0.zip | 1-click install | ||
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Additions Added Passenger Slots to all large cart, sled, and wheelbarrow storage slots. Added all elk-mountable weapons and all tools (except cleavers and spears) to the corner slots of market stalls and wheelbarrows.
Fixes Fixed the wheelbarrow recipe to allow bronze instead of only iron and up. | |||||||
| 1.7.3 | cartwrightscaravan | 20983 | Oct 5th at 4:41 PM | CartwrightsCaravan_1.7.3.zip | 1-click install | ||
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updated for 1.21.2: -removed (now) obsolete WeaponCategory patches. -made crocks attachable on Cornerslots like pots
updated compatibility: -Bricklayers: crocks, pots, teapots, vats, flowerpots. -Metalpots: metalcrocks, metalpots (in big storageslots) | |||||||
| 1.7.2 | cartwrightscaravan | 15984 | Sep 17th at 1:17 PM | CartwrightsCaravan_1.7.2.zip | 1-click install | ||
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Fixed: small marketstall wheel recipe displayed in the handbook but did not work. | |||||||
| 1.7.1 | cartwrightscaravan | 4971 | Sep 13th at 11:30 PM | CartwrightsCaravan_1.7.1.zip | 1-click install | ||
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fixed recipes containing wagonwheels as the basegame block they relied on has been retired in 1.21. | |||||||
| 1.7.0 | cartwrightscaravan | 1723 | Sep 13th at 4:55 PM | CartwrightsCaravan_1.7.0.zip | 1-click install | ||
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Gameplay Changes:
Config Updates:
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| 1.6.0 | cartwrightscaravan | 18178 | Aug 1st at 7:50 PM | CartwrightsCaravan_1.6.0.zip | 1-click install | ||
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New Additions:
Improved Item Behavior:
Compatibility/Rework:
Bugfixes:
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| 1.5.1 | cartwrightscaravan | 15066 | May 30th at 7:40 PM | CartwrightsCaravan_1.5.1.zip | 1-click install | ||
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added spanish translation with translated settings and colored slot names (credits: C4BR3R4 ) also added translated settings and colored slot names in
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| 1.5.0 | cartwrightscaravan | 4371 | May 10th at 5:28 PM | CartwrightsCaravan_1.5.0.zip | 1-click install | ||
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New ConfigLib Configuration Options:
Balance Changes
Translations:
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| 1.4.0 | cartwrightscaravan | 4717 | Apr 20th at 10:40 PM | CartwrightsCaravan_1.4.0.zip | 1-click install | ||
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Balance Changes: Vehicle health reduced for easier dismantling:
Mechanic Changes & Additions: Vehicles are now mortally woundable and can be healed with poultices. Broken vehicles decay in two stages, similar to animal corpses:
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| 1.3.0 | cartwrightscaravan | 1653 | Apr 16th at 11:48 PM | CartwrightsCaravan_1.3.0.zip | 1-click install | ||
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New Additions: -Sideboards that are attachable to carts instead of sidetents. -Four new one-slot containers for market stalls. Small chests and baskets are made from normal chests and baskets, while small sacks and pouches are made from leather and linen.
Market Stalls – Small Slot Improvements: -Now placeable on market stalls are: fired jugs, metal ingots, books, and the new small containers.
Patches and Compatibility: -Separated patches for better overview. -Added compatibility for FotSa Cervinae’s patches to the basegame bedroll. -Schematics can now be placed into bookshelves and displaycases. | |||||||
| 1.2.0 | cartwrightscaravan | 6279 | Mar 21st at 7:35 PM | CartwrightsCaravan_1.2.0.zip | 1-click install | ||
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New Features: Market stalls now have more small slots for pots, crocks, and bowls. (filled bowls still not work, but filled crocks and pots do) Corner slots on market stalls and wheelbarrows can now hold pots as an alternative to lanterns or signs. Market stalls and wheelbarrows now have slots for bedrolls.
Visual Changes: Short and long saddles now have visual differences, only long saddles are connected in the middle. Cloth signs now use a background without visible stitching.
New Items: 10 new signs added. A new woven roof variant, the closed canopy, is now available. | |||||||
| 1.1.1 | cartwrightscaravan | 2442 | Mar 15th at 12:51 AM | CartwrightsCaravan_1.1.1.zip | 1-click install | ||
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Fixes: Balance Changes: Additions: | |||||||
| 1.0.3 | cartwrightscaravan | 624 | Mar 13th at 8:20 PM | CartwrightsCaravan_1.0.3.zip | 1-click install | ||
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fixes: corrected an error in the solid wagon wheel recipe removed RightclickPickup behavior from all items (was redundant since "GroundStorable" was added) removed wrong texture paths from shapes (was throwing warnings in log, no influence on gameplay/performance, nothing changed visually) added head shape to medallion spots (was throwing warnings in log, no influence on gameplay/performance, nothing changed visually)
changes: added woad blue barrel recipes for extras and decorations. | |||||||
| 1.0.2 | cartwrightscaravan | 487 | Mar 12th at 9:38 PM | CartwrightsCaravan_1.0.2.zip | 1-click install | ||
updates:
fixes:
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| 1.0.1 | cartwrightscaravan | 780 | Mar 11th at 8:04 AM | CartwrightsCaravan_1.0.1.zip | 1-click install | ||
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fixed: added a swimming section in the controls, as the game was crashing on entering water while mounted. (own animations later) | |||||||
| 1.0.0 | cartwrightscaravan | 381 | Mar 10th at 8:12 PM | CartwrightsCaravan_1.0.0.zip | 1-click install | ||
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Initial release: 6 different vehicles, 24 roofs, sidetents, and grips (saddles) 3 states of lanterns 10 signs as a proof-of-concept | |||||||




Am I right in understanding that the marketstall in function is no different from the other carts? Would you ever consider making this mod work with vincomomy so that it would be an actual portable store?
this would be amazing to collab with Feverstone wild's horses and also the Pegasus mod for pullable carts with mounts, maybe a bigger cart size for towable ones or something
Hello would it be possible to make the mod work with Better Crate mod? Pretty please
Freakyuser396 Then I can confirm that even with that turned off in the config the wide cart is ropeable and tiable to the boat. And turning it on in the config obviously does nothign to change this. Since this is clear now unintended I figured I'd let you know. But thank you for informing me of the other options in the configs.
Kalina None of the Cartwright vehicles should be ropetieable by default, but there is a config setting to allow each type of vehicle to be ropetied and with that connected to the boat
PCQgal If you hover over the cart/wheelbarrow or look them up in the handbook they should mention what Kalina said in their description. Holding CRTL to be able to swap to those backback slots is a basegame feature, but not really used much.
PCQgal you hold control and hit 1-4 depending on the slot its in (or scroll with your mouse wheel) to select the backpack slot that the cart is in. Once you have the slot selected you look at an appropriate spot on the ground and right click to place the cart. Then you need to add an appropriate grip to the cart (basic woven or rope grip should work). On all carts its near the front of the handles, for the sled its actually on the left side of the handle slightly downward while standing behind the cart. From there you can move it around and add any accessories appropriate for it. For Wide and Narrow carts look at the top left picture in the third to last image for the mod. For wheelbarows and market stalls its the second picture on the top on the second to last image. There isn't one for sleds but I took this one.
You've mentioned MULTIPLE times in the comments section to reference the How to use section. Unfortunately, there doesn't appear to be a way to interact with the cart after it has been placed in the backpack slot. It can be dragged out of the backpack slot with a cursor and then drops on the ground as a very pretty but uninteractable cart. I've tested it in a creative world, in a single player game and multiple versions. How exactly does it get placed on the ground in a way that it can be interacted with? What are the actual keys because I spent a lot of resources creating a wagon and a wheelbarrow and they don't work.
So, I'm unsure if this is intended or not so I figured I'd ask here. Me and my friends are currently planning a trip to a large ruin several km away that will require a bit of sea then land travel. We wanted to be able to carry back a lot of stuff so I began looking into if you could connect carts to a boat like an Elk since they basically function like one. I first tested with the wide cart, which worked perfectly. It can be a bit finicky if you just click with the rope then click on the post in the boat, but if you ride the cart, then click on the cart with the rope, and then the post it works every time in my experience. The boat sails just fine with no jank that I've seen.
However upon testing the narrow cart, wheel barrow, and both merchant cart types I noticed that I can't attach a rope to them, let alone connect them to the boat. I didn't try sleds cause, well that'd probably look strange. Now wide carts working is fine, though a bit... odd looking. Given they're wide. But I was wondering if Narrow carts, and wheel barrow based carts were an oversight or functioning as intended?
BiggBenn Hi there, yeah that seems to be a issue on Elks and Boats as well, looks like it´s mostly happening when shift-clicking things into attached inventories instead of manually placing them, combined with general sever sync issues.
But with CarryOn you can fill up chests on the ground and then attach them onto carts and boats if that´s a common issue on your server.
okay, it took me a while to figure it out, to double-click on shift to get off the cart.
Just a thought, no idea how difficult it would be, or if even is possible- but would there be a way to increase a sleds movement speed on snow. See snowshoes mod. Carts technically being elks prob makes it tricky.
I also found weird behaviour of the storage on our sled during our journey to the archives. It seemed like, while the host was still the authority, there was a desync between what players saw in the chests.
Basically you had to try to put an item in every slot to "update" it on your individual screen, to actually see what was (and wasn't) in there. For a moment it seemed like we might have duped items, but when the players placed the dupes in (non-cart) chests, they did not appear for the host, and on reconnecting, the ghosts disappeared.
It's very confusing to deal with, but we love the concept and utility so much that it was still very much worth it :)
techy Hello, and yes that is a technical limitation currently.
You can have an attachment use it´s own textures, or share with other items/the entity it´s attached to, but you can´t do both at the same time. And signs/canopies etc have to use the woodtexture of the vehicle so I can´t separate those textures.
Not sure if this is a limitation of attachments or not but if you mount two different signs to different points on a market stall they both appear to be the same sign. It seems like the meshGen is picking the first sign model / textures and usign that instead of iterating and using each one.
SiiMeR Hello and thanks, glad to hear everythings working.
And that would be fun, but sideways rotated seats do have some issues when in first person currently.
That´s also the reason the marketstalls have no active passengerseats enabled by default, but if you wanna see the issue you can enable the marketstall seats in the settings.
Phyrian Nice idea, I´ll take a look a that.
I added the latest update to my server, Chronicles of Time. There doesn't seem to be anything wrong with it and players are loving the seats a lot.
Could I request that the seating on the large cart be made to face eachother (instead of ahead)? The Skyrim intro roleplay is waiting to happen (and I think that, in general making the left and right side face each other would make sense)
Izumo Yeah that was a mistake on my part, this should´ve already been fixed but looks like I missed a spot. Thanks for the report.
I won´t upload another 1.20 version but you could manually update the file for your current playthrough if you want.
You´d just have to open the mod, open /assets/cartwrightscaravan/recipes/grid/constructionmarketstall.json and replace all mentions of [ "iron", "steel", "meteoriciron" ] with [ "tinbronze", "blackbronze", "bismuthbronze", "iron", "steel", "meteoriciron" ]
Freakyuser396 A small suggestion: would it be possible to adjust the in world storage of wheels so they are leaning against the walls like tools and weapons instead of lying flat? They would make for really cool (and expensive, lol) decorations.
I'm not sure if this is an oversight or if it's intended, but using the latest 1.20.12 version of this Mod I was looking into making a Wheelbarrow, however, the recipe for the Unfinished Wheelbarrow shows as requiring Iron tier or above for the Nails and Strips, but the recipe that utilizes the Unfinished Wheelbarrow in order to make a functional Wheelbarrow, allows the use of Broze tier or above Nails and Strips. Which doesn't make much sense to me, because if I'm at the Iron tier or abover, I'd be making a Wide Cart instead of a Wheelbarrow.
Thank you, resolved it now.
Rissen16
You might be able to find the entity if it still exists on the server, copying this message by T.Read on the offical discord #gameplay-help
just look for the Name of your type of Cart instead of tamed elk
---------------
Browse to VintagestoryData/Logs and check the client-audit.log file (not server-audit), looking for something like this:
[Audit] tRead closed held bag inventory mountedbaginv-6-882040812 on entity 882040812/Tamed Elk (male)
I use Ctrl+F to search for "tamed".
If it's empty, check the Archive subfolder too: VintagestoryData/Logs/Archive
If you find the elk's entity ID, ask an admin of the server to teleport that entity to you, like so:
/tp e[id=882040812] tRead
If not, see step 3 below.
If the logs yield no entity ID, ask a server admin if they're willing to check the server logs. See the Singleplayer section above.
---------------
Just now on my caravan equiped with 6 storages vessels, after reloging every item on cart dissapered, and during our trip there were weird glitches like item dissapiring from vessels and reaperiring also invisible items that showed themselves after clicking on that spot ( Thats not the case tho with those vessels). We are playing on self-hosted multiplayer server and we are quite puzzled right now, any idea how to fix it?
BiggBenn
very weird, maybe those baskets were somehow bugged in general since changing settings in the config should not cause any vehicle to reset.
But nice that using chests solved the issue in that world.
Just going to put this here: Imagine being able to attach a windchime from xXx_Ape_xXx's windchimes mod to the carts!
Freakyuser396 I can't recreate it in a test world either. Weird. Weirder still, I set sledchestable to true, and a normal chest works fine.
I seem to have somehow lost the reed chests too... Does the sled get reset if you change these settings? If I find the baskets again (or gather enough cattails) I'll try again, but regardless my main aim of having 3 functioning storage containers is achieved.
Also nice to have that storage upgraded to real chests ;)
Thanks for your help!
BiggBenn Thanks, and very interesting issue, I could not recreate that on my end.
Could you install configlib and change the setting to allow chests on sleds to test those?
Maybe also check if a already filled basket/chest attached using CarryOn works.
And if you want you could send me your modlist in the Cartwright thread of the official VS discord (linked as "Hompage" at the top of the modpage here)
ancientpower You have to harvest it with a knife, and then you can break the broken sled block with your hands.
First off: Great mod! Thank you so much for your work!
I got a weird issue with a sled: The middle basket seems to not have any storage slots.
For context, the sled has 3 reed baskets and one cart lantern and a leather grip. The front and back baskets work exactly as intended. As the host, the middle one can be opened, but shows no storage slots.
As a connected player, the middle basket can be opened and appears normal, but if any items are put in, they are returned once the basket interface is closed.
I have tried removing all baskets, replacing only the middle, creating a new basket, switching the baskets around, but nothing worked to fix the problem...
If I find a workaround I'll leave a comment, maybe that way it'll be easier to trace why the problem occured in the first place.
This could all be incompatibility with other mods, but as far as I am aware, no other mods that we use touch on reed baskets or chests.
How do you get rid of broken sleds? There are no interaction prompts when looking at them.
Freakyuser396 ok i will make some animations from the base model and send a link for the json for everyone to use give me a few days gonna be busy all day to today
Vivid_Tallow Hello there, the animation names are:
pullstall/pullcart/pushsled-idle/walk/jog/run/walkback
so pullstall-idle etc.
(and i´ve tried using fewer animations with just mutliple different speeds, but cycling through them only really works with separate ones)
Freakyuser396 what did you name the animations in the mod for the pulling and pushing animations because if you know the animation names give those and for player model lib its as simple as just making the animations json code for the model to add manually
i mean like the code like this
to be more clear (this is the eating anim in my mod for skaven)
"name": "Bowl Eat",
"code": "bowleat",
"quantityframes": 30,
"onActivityStopped": "PlayTillEnd",
"onAnimationEnd": "EaseOut",
"keyframes": [
{
"frame": 0,
"elements": {
"Neck": { "rotationX": 0.0, "rotationY": 0.0, "rotationZ": 0.0 },
"Head": { "offsetX": 0.0, "offsetY": 0.0, "offsetZ": 0.0, "rotationX": 0.0, "rotationY": 0.0, "rotationZ": 0.0 },
"UpperArmL": { "rotationX": 0.0, "rotationY": 0.0, "rotationZ": 0.0 },
"LowerArmL": { "offsetX": 0.0, "offsetY": 0.0, "offsetZ": 0.0, "rotationX": 0.0, "rotationY": 0.0, "rotationZ": 0.0 },
"UpperArmR": { "rotationX": 0.0, "rotationY": 0.0, "rotationZ": 0.0 },
"LowerArmR": { "rotationX": 0.0, "rotationY": 0.0, "rotationZ": 0.0 },
"Jaw": { "rotationX": 0.0, "rotationY": 0.0, "rotationZ": 0.0 }
}
},
{
"frame": 5,
"elements": {
"Neck": { "rotationX": 0.0, "rotationY": 0.0, "rotationZ": 5.0 },
"Head": { "offsetX": -0.3, "offsetY": 0.0, "offsetZ": 0.0, "rotationX": 0.0, "rotationY": 0.0, "rotationZ": 5.0 },
"UpperArmL": { "rotationX": 0.0, "rotationY": 25.0, "rotationZ": -50.0 },
"LowerArmL": { "offsetX": 0.0, "offsetY": 1.0, "offsetZ": 0.0, "rotationX": 100.0, "rotationY": -22.5, "rotationZ": -22.5 },
"UpperArmR": { "rotationX": 0.0, "rotationY": 39.0, "rotationZ": -3.0 },
"LowerArmR": { "offsetX": 0.0, "offsetY": 1.0, "offsetZ": 0.0, "rotationX": 0.0, "rotationY": 0.0, "rotationZ": -75.0 },
"Jaw": { "rotationX": 0.0, "rotationY": 0.0, "rotationZ": 6.0 }
}
},
{
"frame": 9,
"elements": {
"Head": { "rotationX": 0.0, "rotationY": 0.0, "rotationZ": 4.0 },
"UpperArmL": { "rotationX": 0.0, "rotationY": 26.0, "rotationZ": -55.0 },
"LowerArmL": { "rotationX": 103.0, "rotationY": -22.5, "rotationZ": -20.0 },
"Jaw": { "rotationX": 0.0, "rotationY": 0.0, "rotationZ": 11.0 }
}
},
{
"frame": 12,
"elements": {
"UpperArmL": { "rotationX": 0.0, "rotationY": 25.0, "rotationZ": -53.0 },
"LowerArmL": { "rotationX": 105.0, "rotationY": -22.5, "rotationZ": -22.5 },
"Jaw": { "rotationX": 0.0, "rotationY": 0.0, "rotationZ": 0.0 }
}
},
{
"frame": 16,
"elements": {
"Head": { "rotationX": 0.0, "rotationY": 0.0, "rotationZ": 5.0 },
"UpperArmL": { "rotationX": 0.0, "rotationY": 25.0, "rotationZ": -55.0 },
"LowerArmL": { "rotationX": 105.0, "rotationY": -22.5, "rotationZ": -22.5 },
"Jaw": { "rotationX": 0.0, "rotationY": 0.0, "rotationZ": 8.0 }
}
},
{
"frame": 20,
"elements": {
"Head": { "rotationX": 0.0, "rotationY": 0.0, "rotationZ": 4.0 },
"UpperArmL": { "rotationX": 0.0, "rotationY": 25.0, "rotationZ": -57.0 },
"LowerArmL": { "rotationX": 105.0, "rotationY": -22.5, "rotationZ": -20.0 },
"UpperArmR": { "rotationX": 0.0, "rotationY": 38.0, "rotationZ": -3.0 },
"LowerArmR": { "offsetX": 0.0, "offsetY": 1.0, "offsetZ": 0.0, "rotationX": 0.0, "rotationY": 0.0, "rotationZ": -75.0 },
"Jaw": { "rotationX": 0.0, "rotationY": 0.0, "rotationZ": 0.0 }
}
},
{
"frame": 24,
"elements": {
"Neck": { "rotationX": 0.0, "rotationY": 0.0, "rotationZ": 5.0 },
"Head": { "offsetX": -0.3, "offsetY": 0.0, "offsetZ": 0.0, "rotationX": 0.0, "rotationY": 0.0, "rotationZ": 5.0 },
"UpperArmL": { "rotationX": 0.0, "rotationY": 25.0, "rotationZ": -60.0 },
"LowerArmL": { "offsetX": 0.0, "offsetY": 1.0, "offsetZ": 0.0, "rotationX": 102.0, "rotationY": -22.5, "rotationZ": -22.5 },
"Jaw": { "rotationX": 0.0, "rotationY": 0.0, "rotationZ": 3.0 }
}
}
]
},
Figgorp Ah I see, makes sense. I don´t think I´d be able to create fitting "pulling/pushing" animations for kemono, but that could probably be done from either the kemono side, or as an additional patch mod.
I´d say just ask the kemono author if they wanna add them.
Freakyuser396 It was just generally that the playermodel didn't have animations for dragging a cart/pushing a sled and would just stand stationary while doing anything, I'll probably just see about getting a custom model made through PlayerModelLib
Figgorp What exactly is not working when playing with kemono and cartwright?
MrFastZombie All vehicles need a backback slot so that you cannot carry dozens of them at a time.
From that backpack slot you can place it down, holding CRTL is needed to be able to select those backpack slots.
Voodooozo37 and Ruina
Currently that´s not possible, carts are technically mounts themself
Blizmore Once animations for passengers in carts work I´ll 100% do that.
AlyssCyberwing Currently you can only take apart vehicles, but not pick them back up
can you attach a cart to a mount? (elk)
I don't get how you set a cart down. Dropping it just drops it as an item, using the grips on the item doesn't do anything. I see the tooltip says to hold control but it doesn't seem to do anything. What am I missing?
Could you consider trying to add Kemono Playermodel Compatibility?
Have you thought about attaching some of those to elk for faster travel?
Is it possible to retrieve the sled after placing it down? Me and my friends made some and decided to carry them with us to a resourse spot before placing them down again, but we can't figure out how to pick them up. That is if it's even possible.
Let us ride them on the back!
Filvandrel
I have been looking at "restricted" storage like the mining bags or butchering bags as chests for carts, but can´t promise anything about when I´ll be able to fully add those.
Dankrmpl4skn69 Hello, sorry what exactly are you having problems with?
The carts needing a backpack slot to be placed is currently mentioned under "How to use" on the modpage here, and in the description of all carts ingame, but if you have an idea how I could clear that up even more that´d be great.
dude please make a tutorial on how to use this mod, i cant place the cart and spent an entire day making it.
Do you ever plan on making it possible to have the elk pull carts? if so will it be possible to have compatibility for horses to pull as well from the mod equus? i really love this mod and cant wait to see what else you add!
It would be cool if you could add Butchering compatibility, making it possible to store animals on the cart :D
Hello, can u make the possibilities to tract the cart with a wapiti please?
I have made a sled frame and made a backpack-able sled and made a Rope Cart Grip. How do I interact with the sled, when dropped on the floor?
LordVonToten You will need a free backpack slot to carry a cart, from there you can place it down.
Donald12999 Since you can hit carts, interacting with barrels on a cart would not really work, but I will test if they are usable like crates with CarryOn and if yes, add a setting for that.
Hello, I am having an issue where a wide cart dropped out of my inventory when finished constructing, and is unable to be interacted with in any way. Tools, monsters, animals, and the player have all phased through it. It seems to disappear when looking away from it. It existed as a seen object for less than 5 minutes before disappearing and taking all components with it. Currently using the newest version and game version 1.21.4. Any help with why this would be appreciated
Anyway we can get barrels on carts for fluids?
STK2008 Weird place to find an issue with my tool here (or at least I'm assuming you mean mine), but the issue is fixed now.
thank you for the reply.
I shall revert back to 1.7.2 then.
I might mention this to the auther of the mod updater tool.
Thanks
STK2008 Hello there, you´ll need to use Cartwright 1.7.2 for VS 1.21.1. Since VS 1.21.2 is the version set in the modinfo file of 1.7.3 it won´t load in earlier versions, which causes that error.
Hi
Can I just ignore this for now till I get around to moving to 1.21.2?
I run a dedi server which is still on 1.21.1. I use VS-Mod updater and it automatically downloaded latest version of this mod.
Upon starting server I see this in the console window
Thanks
Mansen Thanks for the input, the blueprint are mostly meant for mod-compatibility while cart-construction still uses normal gridcrafting, but I`d like to be able to include more immersive construction like the boat at some point.
I do understand your problem though, and not requiring blueprint for the early game sled even now is a really good idea.
Unrelated to the sled I´ll maybe look into giving some traders blueprints to sell or include my own trader.
Joshmilkplease At the moment all the vehicles are only seraph pulled or pushed
StatsBloke
Hello, that shouldn´t cause any issues but I still need to update Cartwright for 1.21.2
The new VS update included some tweaks that made these patches obsolete, if you have configlib you can disable them with the setting "separate categorycodes of weapons"
without configlib you can manually change the patches in "patches/vanilla-weapons" to enabled:false so you don´t get any errors.
After updating to 1.21.2, this error is thrown on server start. I've truncated the JSON, which is quite long:
5.10.2025 11:13:04 [Server Error] Patch 0 (target: game:itemtypes/tool/bow.json) in cartwrightscaravan:patches/vanilla-weapons.json failed because supplied path /attributes/attachableToEntity/categoryCode is invalid: The json path /attributes/attachableToEntity/categoryCode was not found. Could traverse until /attributes, but then 'attachableToEntity' does not exist. Full json at this path: {
"heldItemPitchFollow": 1,
"aimAnimationByType": {
"bow-crude": "bowaimcrude",
"bow-long": "bowaimlong",
"bow-recurve": "bowaimrecurve",
"*": "bowaim"
}, [truncated]
Are you able to use them with elk? It dosent say anything about that but idk i was just thinking.
I have to ask... why blueprints? A completely separate system, making you produce barrels, paper and so on and so forth - I just wanted an early game sled that's basically sticks tied together to drag along with some storage.
Freakyuser396
Went into survival with gamemode to try few things out.. after looking throught controls and keybinds properly.. I find out the whole time I was throwing the cart out of my inventory insead of placing them. Didnt knew you can "ctrl + 1" on your keyboard to interact with backpack slots. Hehe
Thanks tho!
Mallina Hello there, you need a free backpack slot in your Inventory to hold the Cart, from there you can place it on the ground. Then it should have a hitbox and you can add the Grip to the Slot at the front next to the Rider-Slot.
Hi guys,
I have a question. Im not able to get in my mind the understanding of how to operate, mount a wide cart(Its the first thing I crafted). I understand the information that I need a Grip so I crafted myself the Reed Cart Grip for long trips, but now how do I use it?
I place my wide cart on ground and from here Im clueless, Im not able to place the grip on the caravan or use it in any other way (tried off-hand, place it into glove slots, etc.. also tried it combining with the cart), but Im not able to interact with the cart in any way other than throw it out from inventory on the ground. And on the ground it doesnt have a hitbox or anything at all.
Do I need to claim it with the medallion first or craft a saddle or something?
Thanks ahead for the answers! Thanks
I'm not sure if it's an incompatibility with another mod but I can't use the cart grip with the sled. I have a 'reed cart grip' crafted and in the toolbar but I cant apply it to the sled, instead I 'mount' it and get the 'need bridle/saddle' warning. I tried putting the grip in the offhand, equip it as armor (doesn't go into any slot)... not sure if I'm doing sth wrong or?
edit: nvm, figured it out - the grip needs to be applied to the part on the side with description "driver position", not the actual grip part
Pyro_ixen Would you mind sending me a picture of that half-visible canopy in the modthread of the official vintage story discord (linked as Homepage at the top of this mod)
Anoriel Which version of Cartwright are you using?
on the latest version (1.7.2) I can't figure out how to make a canopy visible. All that shows on the wide cart when I attach one are the wooden ribs? trying to put a closed yellow canopy on the wide birch cart. Do I need to make a tent as well for the sides or something?
edit: sides and side tents show up just fine, even adopt the colors, but the canopy itself is still just ribs
When you use the sled, you cannot dismount ( the game tell you the passenger need to get off first ) but you're alone so no passenger. Only way to remove myself is by dying... not very useful xD i'm using 1.20.12
I cant wait to be able to use the sled for real because this mod is amazing :D
Taxseasonisover 1. are you sure the vehicle is placed down and not just dropped on the ground?
2. if it´s placed and you can attach other things, check if you´re looking at the correct attachment slot. the grip slot is always next to the rider slot.
rayray I do plan to update and expand the sign attachments at some point, and then I´ll 100% add some models for "standing on the ground" and "placed on walls". Not sure when I´ll get to that though
cant seem to add the grips to the sled in 1.21.1, not sure what I am doing wrong.
would be awesome if the signs thing we could add to side of blocks , use for non mobile shops also , thanks i made the axe sign and was hoping i could slap it on fron of black smith shop saddley could only place on ground
Love it, love it, love it forever, on of the best mods ever <3
Thanks Freakyuser396 thats good to know! I just hope the rest of the mods on the server will play nice with 1.21.1
Freakyuser396 oh it wasn't working when I was trying to place a chest into the cart, maybe I was doing something wrong
C4BR3R4 Thank you very much, will add it to the next release.
DejVIIK Hello there, nice to meet you too. Sorry totally missed your message.
I don´t have a Crowdin, but I´d be happy to add your translation if you send me one.
MischievousCloud VintageStory 1.21.0 made some changes to how attachable items are handled, those changes didn´t really play nicely with Cartwright.
In VS 1.21.1 part of that system was updated again, which solved those issues.
(while Cartwright technically runs in 1.21.0 if you change the modinfo file to allow that version, looking at marketstalls can crash your game, and textures of many attachable items wont look right)
Hi Freakyuser396, i updated translation es-es to v1.7.2
osayra Thanks, yeah once passenger animations work correctly I´ll 100% do that, but CarryOn support is already there, you can pick up and put down a full chest on carts like on boats with Carryon
HONKCLUWNE ooh nice Idea, I´ll have to look into that
Why is this not compatible with 1.21? and ONLY for 1.21.1?
love this !! I hope you add passenger travel eventually, and carry on support if that's even possible
You should add a travois made with just wood and rope as a stone age cart that can only carry 1 basket or something like that.
Jgjenno Thanks for the report, fixed in the newest verison.
Keltskiy Interesting, there was an issue with the small marketstall wheel (fixed in 1.7.2) but all 3 custom wheels should already show up in 1.7.1
They are called: small marketstall wheel, sturdy wheelbarrow wheel, and spoked cart wheel.
Freakyuser396 the server has been updated to the most recent version of the mod but we still only have the vanilla wheels with no crafting recipe.
cannot craft the marketstall wheels for some reason
If you modify the modconfig.json and change the 1.21.1 to 1.21.0 it appears to work in 1.21.0, tested in creative and even have it on a 1.21.0 server running appearingly fine. YMMV
Keltskiy Have you updated to Cartwright 1.7.1?
I added new Wheel items in that version
MrJewsbury NotTheSolaire Sorry but the new version only works on 1.21.1 as I rely on some fixes/changes in that version of the basegame.
does this work with 1.21.0
I can't find the crafting recipie for Wagon wheels?
I see game version 1.21.0 was skipped, will these latest versions work or are they 1.21.1 exclusive? If so, is there plans for 1.21.0 compatibility?
Nice to meet you,
Please add a Czech translation to Crowdin.
Thank you very much for your willingness and your time.
Been excited for the update. I saw in the comments earlier on about the idea of using crates on the cart with carry-on and just wanted to say that's a fantastic idea. Most of the bulk goods I transport are by crate so transfering from chest to crate kind of makes the cart more work.
disputedname We knooooooow. 🥲🤣
would be really interesting to see horse pulled carriages with passengers 😁
I found the wagonwheel's json in a legacy folder in 1.21. I don't know if it's enough (as in did they keep the shapes and textures too).
Checkraze Yeah I was using the basegame wagonwheels in 1.20 and did not notice, that those have been retired in 1.21.
Just uploaded a fix with new custom wheels instead.
YAY!
recipes for the wheels seem not to show up in the guidebook, however they do actually function. After searching through the files, i was able to craft the recipe as written, it just doesnt show a guidebook entry
does it work in 1.21.0?
WoodyBLike Hello, yeah the new version does require some new fixes/changes that have only been introduced in the stable 1.21.1 VS update, not previous rc versions.
Reaven Thanks for the idea, I´ve played around with a similar thought but the problem with that is, that that "Saddle-Cart" would still need to have attachments itself, which is currently not possible.
I think this is my favourite mod, The cart's are so beautiful! Got it working in singleplayer, so far so good!
I just installed this onto our server (1.21.1-rc.1) and it's not working. It won't request to be downloaded. Any idea what could be causing this?
Hello i wanted to suggest a possible solution for carts on mounts if it hasn't been through the think tank.
Maybe a modifed saddle shaped to be a cart could work as i assume that you want the mount to be unridable itself and the cart to hold the player instead and you can possible port the new elk passenger to the drawn cart, though i foresee that animating the cart to work correctly when pulled and have the player seat line up might be an headache along with the storage/equipment slots.
I hope the suggestion helps, good luck on the update for 1.21.
RootieTootie It is "compatible" as in the 2 mods can be used together without any issues, but there is no active "integration" for them to interact with each other.
And while we do have plans for carriages / attaching carts to mounts, we haven´t found any good solution for that yet.
is this mod compatiable with Equus: Wild Horses - Vintage Story Mod DB ? / are their plans to make the carts compatiable with other mount mods?
Inmortuae No exact ETA yet but hopefully very soon, I´m currently still fighting with 2 remaining issues for a 1.21 release. And thank you very much for the message, I appreciate it.
excited for the update, hope its been well!
i dont mean to be annoying but is there a eta on an update? if not no rush its a amazing mod and cant wait to see it updated. you cant rush perfection just curious
pimblokto Only carts and marktestalls have a medallion slot, sleds do not. In the last few pictures at the top of this modpage you have an overview about where slots are.
Illio Thank you very much, and I´m still working on the first 1.21 release, should be ready very soon.
Paddington03 The decor bazaar stuff looks great, but If it´s not attachable to boats there probably is a reason for that. Any slotbased (so chestlike, not cratelike) storage container that does work on boats should be usable on carts too. (if you find something that works on boats but not carts, just let me know)
Valkyrja Once Jaunt is ready for 1.21 there will be a more balanced, unique flute item for carts. Right now you should be able to use the normal bindable jaunt flute. But yeah sorry I think that cart really got sucked into the rustworld.
El_Neuman Thanks, I appreciate that a lot!
Amarillo Where's the medallion slot?
Hi, let me start by saying I appreciate your mod and got absolutely addicted to taking cart on every adventure ever since I crafted one.
It seems like the recent update seems to have broken the mod for me - items are beign loaded properly and appear in both creative and survival mode, can be constructed - but - they refuse to be placed in the world.
I'd be much obliged if you could update the mod.
Im so looking forward to Elk drawn carts
Can we get compatibility for decor bazaar storages?
Freakyuser396 Oh I didn't realize Jaunt had one, that's neat!
As for the death bit, then I'm extra confused, because I really don't know where that cart went! (I assumed it had died, but we didn't see it in the server log at all. The marker from putting an elk trinket thingy on it showed it back at where I had put it together, but it definitely wasn't there either.
Alas, I guess the ghosts got it. 😅
This mod is in my top 5 best mods for VS. Thank you so much for your hard work and for giving hundreds of hours of gameplay through the trader
Jalex Since you can hit carts, unlike boats, interacting with crates on a cart is not really possible.
But I might include an option to allow it with a note stating that it´s only usable with CarryOn in the next update (since with CarryOn you could just pick up a full crate, place it on a cart and take it off again, without having to interact with the items inside the crate while it is attached)
Valkyrja
If you install Jaunt there is a new flute that can be bound to any owned mount, and while that is not really balanced for cartwright right now, it does work. I will look look into how I could balance that better for the next update.
Regarding logs, there already is info about any killed entity in the server-audit log. If you want info about when a cart/stall/sled is mortally wounded, there is a mod for that https://news.kalataka.ru/show/mod/24100
Don't know if this has been asked before, but is there some way to have regular crates Fit on the Carts, like how they do on Boats? it just seems like a similar system and it would be cool
So, upon restarting a server, (two different servers) once the cart disappeared, and on the other it apparently teleported several hundred blocks away into the ocean.
I know the elk has a flute, but could something like that be made for carts? (even if its creative/admin only, or limited # of uses for balance or something) Or some other way to find/summon a lost cart?
Also would there be a way to put a message into the logs or something when/if a cart dies? Just so we can hopefully know if it died or somehow poofed many hundred blocks in a direction.
GVLT It´s not quite ready, but I am working on updating cartwright for 1.21
Okay, it seems that on 1.21 placing cart from backpack slots just removes the cart.
Does it work with 1.21?
Freakyuser396 Ah I figured, that is unfortunate. I can work around it I think by sticking closer to one end of the cart while facing away. Been hoping for a mod to appear that lets me basically set up camp without having to build a small survival shelter from blocks and such.
Wingfriend Hi there, nice to hear you´re enjoying the mod. Sadly that is a basegame limitation yeah. The game has no reason to load the visuals of an entity that is behind you.
RiceTrispy If you want to me to take a look at the modlist, just post it in the modthread on the official Discord (linked as Homepage at the top here)
Hi! Love this mod and the utility it brings for big expeditions and such away from base. I also really love the side tents and all the extra attachable items and slots for customization. I did notice one thing that occasionally doesn't escape my notice. From certain angles, the cart and attatchments like tents will de render when facing away from the entity in such a way that it visually pops out of existence. It makes me sad cause it feels cozy to bring the cart out on an expedition, put out it's tent on one side, then pop a campfire next to the tent and my bed under the canvas roof to sleep the night away outdoors. Was wondering if that was something that could be addressed in the mod, or if it's an unfortunate base game limitation.
Freakyuser396
The recipe does display which is causing confusion. Probably some mod conflict but which is a mystery.
Glad to know that the wheelbarrow wasn't just a mod conflicrt like the above.
Lastly, ohhhh that makes a lot of sense, thank you!
RiceTrispy
The small marketstall wheel recipe works for me, maybe there is a problem with another mod on your side. Does the recipe display in the handbook for you?
The wheelbarrow frame not allowing bronze is a mistake, thanks for pointing that out, will change it in the next update.
And if you are using CarryOn you´ll need to doubletap the unmount button (on carts and boats, elk are unaffected)
I seem to have 3 issues: one where I can't craft market stalls because the wheel doesn't craft in the grid, wheelbarrow frames don't accept bronze nails, and I don't know how to dismount carts (this one is on me but I'm extremely confused). Any clarification would be helpful, thank you in advance!
Muggi86 Nice to know that changing the keybind works, and that explains why it´s only affecting some people.
The elk is unaffected since it has no slots for chests and so it´s not using that new CarryOn mechanic
Freakyuser396 It still displays the "CTRL + Rightclick" (or in my case, it's shift). I tried real quick to change it to CTRL instead of Shift, and apparently that worked. It might be due to mod-conflict when it comes to already used keybinds, but I don't think this, since the same doesn't e.g. apply to when I use the elk, as I can remove decor or alike from it with no problems.
Muggi86
Might be keybinds conflicting.I recently had an issue that required me to reset all my keybinds and set them up again (I normally swap Ctrl and Shift)
Also try toggling CarryOn with Alt+K to see that allows you to use attachments
Muggi86 Interesting, thanks for the infos. Does it still display "CRTL + Rightclick to Detach" when you have that block interaction overlay on?
And can´t replicate that issue with 1.20.12 and CarryOn 1.9.0-pre3 or the full 1.9.0 release, so either the problems aren´t always present or it´s some incompatibility with another mod.
Freakyuser396 haven't tried yet, I'll try in creative, on another note, putting items in a cart inventory or maybe specifically shift clicking items into it seems to bug my inventory where my inventory slots look empty (empty but can't pick up more things from ground) but when clicked/randomly fill either from the cart or from items on the ground (I was handeling large amounts of just peat so i can't really tell what did what), hope you can make even a smidge of sense out of this and just say if I need to try and clarify anything
Freakyuser396 Still doesn't work. I can add and remove attachments on an elk, but not on a boat. If I try on a boat, it still says "cannot carry block". Only if I use the Carry On mod can I remove chests or alike. This might be what is causing the problem I figured.
EDIT: It was indeed the problem, as listed on Carry On's modpage too. Unfortunately I still can't do anything, because I'm on their latest version as of 1.20.12, being the 1.9.0 version, which still causes problems, even though it is listed as being fixed. Might be due to an update you, Freakyuser396, made. I'm unsure of this though.
EDIT2: I tried updating to the newest version of Cartwright's Caravan, being the 1.6.0 version. The issue still persists.
racsumsar No it´s not, but I´ve heard about general server-client desync issues sometimes causing this. Does boat and elk storage work differently for you?
Muggi86 You should be able to take any attachment off with "CRTL+Rightclick". There is a setting for showing an overlay with interaction controls when looking at a block or attachment slot (CTRL+N).
If that doesn´t solve the problem, please test if the boat or elk attachments react similar in your vs-installation/modpack.
Whenever I try to remove anything from the cart, it just says "cannot carry block" even though I have inventory space. Is this because the parts aren't interchangable/can't actually be removed and are permanent? Do I have to kill my cart every time I want to remove tents or canopy's?
is the storage on the carts supposed to be player specific? my friend and I see separate storage when opening the same chest on a cart
Freakyuser396 this mod is so cool, thank you!
EpicSparta117 There already was a mod to allow for 2 people to ride the elk, though that didn´t change the animation-sharing.
I don´t think 1.21 does it differently than that mod, but I will test it out for the first 1.21 release of Cartwright.
Cabrit4 No problem and thanks :D
Active healing is disabled by default, though they do heal over time.
You´d have to install configlib, then you can change the mod-settings to allow healing with poultices as well as customizing a couple other things.
Aeindal Thank you very much, and sorry but I don´t know how that could be implemented. Right now all attachments are purely cosmetic (apart from the grips).
With VS adding 2 player ridable elks. Is it possible that we might be able to get passenger carts now without the animations being shared?
Freakyuser396 yes i mean this is a excelent idea about using the mechanic implementend for elk. (sorry im not native english speaker so). I love your mod.
The cart , wheelbarrow, marketstall, any of them can be healed (repaired?) or just take time? I punched it by a miss click lmao.
Really love this mod, good job! One thing that is a little bit of a gripe is tents dont block the player from getting wet, is that something that could be implemented?
PrinceShuu Looking at vincomony I´d imagine marketstalls would need their own custom storage UI in which you can place stuff that is displayed on top, which would be unrelated to the chests you place in the 2 big slots.
I really like that idea, but to be honest I have no idea how that could be done.
Cabrit4 Haha thanks :D
Sorry what exactly do you mean?
The carts are using the same mechanic that got implemented in 1.20 that the elk uses as well yeah.
Marlim By carrying do you mean pulling or while in your inventory?
For the inventory I think the need for a backpack space is enough penalty.
And for pulling a cart, in reality you are riding and controlling it, so what you are wearing doesn´t matter and I currently have no way of changing that.
But if you install ConfigLib you can set the general speeds to whatever you like.
I wish this worked with vinconomy or worked similar in the way you place an item and a small representation of it can be seen on top. Like perhaps the crates underneath have actual stock but when you click on a open space in the market stall, you can choose from that inventory which items to display.
Otherwise I love this mod so much! Thank you!
Hello! you're amazing, im not sure about if is the idea to make a vehicle using the mechanic of elk.. wow. I love it! 💯🤠🙌
Hello!
Running while carrying a cart is very fast, and running while wearing armor is the same as running without it.
Is this intentional? And if not, do you plan to fix it?
Freakyuser396
Silverfang Sadly not. Currently there is no way to get an elk to be a passenger on a "normal mount" like the carts. What the boat does with the Ropetiepost and Elks is a bit different (the whole system around how the boat moves is different).
If we can't sit on carts because rider and passanger animations are shared, could that be used to allow the elk to pull the cart? Make one the rider one the passenger. I don't know how strange that might look. 😁
Freakyuser396 I have no idea how to do that, lol.
Freakyuser396 ty for reply, hopefully itll be a thing at some point, very excited for the whole mod
IsaBachir There is a point called "Passengers - Why can´t we sit in the carts?" in the FAQ that explains why that is currently not possible
could you add the feature to sit in the caravan? for multiplayer servers and such, if its already in do tell me, i might just be stupid n silly
Adenor Well you can always change recipes to fit your playstyle better. If you do that as a patch-mod it even persists across updates as long as I don´t touch the vehicle recipes.
I plan to revisit them (and remove some blueprints) once we ditch the grid-crafting of vehicles for in-world construction like the boat. One of the current reasons for blueprints is recipe-compatibility with other mods.
I expected the sleds to be buildable with rather primitive things. Inuit build them with nothing but sticks and cord. Why do they require metal parts and a blueprint?
Freakyuser396 Of course, it's not that serious.
C4BR3R4 I haven´t seen any errors, I assume it´s save to just update that with the next normal release right?
Freakyuser396
Language file es-es.json updated: the key for line 4 should not have been there.
HanleyS Actual drawn carriages and carts are planned, but will require a lot of additional work.
I am currently working on a rather basic version, in which cart+horse just becomes one entity.
Depending on how janky that feels, I may add it to this mod as an experimental feature that you have to enable, or create an additional mod.
Mod I mentioned before, https://news.kalataka.ru/equus
On the official Discord, a mod called 'Equus: Wild Horses' is in the works. It would be cool to add compatibility to that mod when it comes out, and/or perhaps get in touch with them for a collaboration. Horses pulling the Carts/Caravans would be a nice addition!
C4BR3R4 Thank you very much,
And oh wow, love the additional Selectionblock Info and colors, I gotta add that to english as well
Hi Freakyuser396,
I translated mod to Spain Spanish (es-es) and you could integrate it into your mod directly.
PD: The mod ‘Traducción_ESP’ does not translate it in Spanish Spain, it is only in Latin Spanish.
Thalius Sorry I somehow missed you asking for a config and not a how-to :D
I wanted to look into configlib soon anyway, though for now or just for a specific server, a patch to just change that value would be the easiest way to achieve what you want
Thalius Sounds interesting, the best way to go about that would be to make a mod with a patch that changes the "Falldmg": false in entity/land/cart into true.
If you do that instead of just changing the file directly, then your change will persist across updates.
If you need any help with that just write me in Cartwright´s Modthread on the official Discord.
Would you be willing to add a config to turn on fall damage to wheeled carts? It'd massively prioritize traveling via roads when pulling carts.
I'd like to see sleds be less prone to fall damage (making them ideal for cross-country, rough terrain hauling), and wheeled carts prone to taking damage from off-road use by making them prone to fall damage.
AmyDestroyer If it doesn´t work for you like in the "Cart attachment picture" example on the bottom left I´d suggest to head over to the VintageStory discord and send a me picture in my Thread in "mods->Cartwright´s Caravan"
I seem to be having trouble. I have no problem attaching the side tents ot my wide cart, but for the love of me I cannot figure out where to attach the canopy, even with the picture you provided. When I hover over spaces, the only place that works is placing it in a storage area, not actually open and on the cart. Am I doing something wrong?
I'd like very much to politely kiss you in the mouth. You just one of my top 5 favorite mods.
TragicPoro You need a front grip to control any cart/sled/stall. A saddle and bridle is a base-game requirement for any mount, this mods combined those two into one with those grips (the same item is usable on any cart/stall/sled)
Freakyuser396 Ths issue seems to yhave resolved itself after restarting our server. (playing on a self hosted dedicated server)
There's a problem with the mod right now, when i was about to move my sled, it said i need a saddle
OctaMagOS All of them should be accessible, I cannot replicate that issue on my side.
Could you try it again in a new world without any other mods?
When I put reed chests in the sled, only the front most reed chest is accessible and the other chests open but do not have any inventory capacity. Is this an intended feature?
Qwerdo Thanks for the report, I´ll look into that before the next release.
Freakyuser396
There is a small conflict between this mod and Fauna of the Stone Age: Cervinae. They both edit "game:blocktypes/wood/bed.json"
Maybe a "dependsOn":[{ "modid": "cervinae" }] to add it's record for compatibility?
I'll also comment on their modpage
FourEyedMutt Thank you very much, and Valheim is such a great game as well :D
It´s safe to add anytime, but I still always recommend making a backup before adding new mods.
Hey hey, your mod seems phenomenal. Gives me Valheim cart vibes which i love. Just wanted to know if it was safe to install in an existing save?
Valkyrja Nice idea, finding space to attach a spear sounds easy, but other tools could be a bit harder. I might look into this more when I´m adding some more specialized carts
The_Green_Man Well the debarked texture is already used for most wooden things on carts that aren´t using the bark texture, so they would have no more contrast at all with that change. (debarked and planks are pretty much the same textures apart from the lines between individual "planks"
Eh... I don't see why the bark texture should be on the model when logs aren't in the recipe. The beam/debarked texture would look much better anyways, wouldn't it?
Would having tool racks along the sides of carts / on sleds ever be possible? I'm very much enjoying my explorer-with-cart nomad save right now, and having easier access to tools would be great
KarmaAvec1C If you cannot hit it anymore you were succesfull, but it will stay as long as an animal carcass before vanishing so people have more than enough time to take all their stuff off before it´s gone.
ChristsRisen It´s not directly as easy as that, but if you wanna talk about the specifics or get into modding yourself I´d recommend you to join the official VS discord, you can find me in Cartwright´s own Modthread on there as well.
I cannot kill a caravn for some reason, i dealt a lot of damage now i cant deal any more and it stays there :/
Freakyuser396 i dont know exactly how modding works, im just interested in it. i understand it runs on a basic logic system. like if\then or if\and\then. so i couldnt describe how to do it. ill use an example. you could look at the boat code. when its dismantled, thats the if, then you recieve the materials, and it disappeares. this is also present in animals. you have a body. if you harvest it, and remove the materials, then it becomes bones. does that make sense. so if i were trying to figure it out, i would look at how the boat codes, if you dismantle, and recieve materials, then it disappears. idk if thats helpful, but i hope so.
BoardingBulb thats a great idea.
It would be cool if wolfs could pull the sleds in the future
thank you! looking forward to it then :)
Taeo Hi there, that´s easy to change back, I added infos in the FAQ under sounds.
Sad_yst That is a plan for the future, in theory it would work right now with a rope like it does with animals. But they don´t turn towards you or show their "walk" animation, so it´s very janky and set to disabled at the moment.
ChristsRisen Well "harvesting" does require the entity to be killed first, so not really an option.
The deconstruction mechanic is probably only meant for the boat though, which is why it´s not working "out of the box" but I´m working on a solution to that. (current state would be that "deconstruction" kinda works, you can use the saw, get the specified items back, but the cart stays there and can be deconstructed again and again, while the cart is usable from the first deconstruction onwards. That´s why it´s disabled right now.)
I'd rather my cart make clip clop noises than my elk be completely silent. Any way to make which sound mounts make configurable?
Freakyuser396 that would be better. but if you cant make that work use code for domesticated animals being harvested and killed with a knife. just make it domesticated and add a specific saw you need to make. that might work. the way you described it, it sounds like to be ridable its like a living creature. if you could do it like the boat it would probably work out better. but just some ideas. youll get it
is it possible to pull the cart with an elk?/while riding an elk?
Amarillo Thanks, and thanks for the recommendation, for now I at least updated the modpictures on here to show all important slots on carts and market stalls.
Thanks! After solving the back pack slot for placing the cart all worked! It took me a while find the medallion slot tho. It would be a lot helpful a tutorial video to how place and put to work the carts. Will helpful for you to avoid over explaining the same things. keep doing an amazing work!
Freakyuser396
thank you very much!
malhelm free up a backpack slot for the cart. Then if you hold CRTL you can scroll till those slots and not only your normal hotbar
its the second but how do i place it?
malhelm can you place the grip but cant get into position to pull, or has the cart no collision? if it´s the second you probably dropped it instead of placing you need a free backpack slot to place it.
im currently having issues with the mod and i cant figure out how to use the cart and i have a cart and the grips but it wont let me use the cart.
Having a look at the boat JSON, they have "mountAnimationsByType" which might be useful for making the seated positions have different animations in the same way the raft does? Idk if you can have the "mountAnimationsByType" in "attributes" at the same time as having "ridable" in "behaviorConfigs" or if they're mutually exclusive? I don't know a lot about JSON myself, but maybe you can do something with that info?
Also, if using the way rafts do it, you can even have it so that seats aren't even necessary for someone to sit in a cart, and have them able to just sit straight on the ground of the cart? While that might be possible, that is of course, up to you.
Could also be cool to see a rickshaw that we can pull our friends around in too hahaha
You can remove it fully by clicking on the link on the version and then delete Freakyuser396
ATTENTION! - 1,1,0 has been taken down, DO NOT USE there was an error in the modid because of my workflow, i will change that in the future so it won´t happen again. 1.1.1 has been uploaded
Thank you all for the support, love that you all enjoy the mod so much!
ChristsRisen I´m currently working on letting the cart be dismantled with a saw like the boat, it´s not quite working yet, but we´ll see. Making it harvestable like animals is not really an option since you´d always have to "kill" it first.
Mollycoddle I thought about the recipe for the sled, and while i haven´t removed the metal requirement, having a hammer and nails is enough now, no more need for a saw.
scamper I updated the page with some pictures of where to attach items, and drawn carts are mentioned in the future plans.
stormtrooper_34 Thanks for the report, frames and unfinished items are now fixed and get used up correctly.
Amarillo You need a free backpack slot to place the item, it probably just dropped not placed after you crafted it.
A_Whisper Seats are mentioned in the description, using them right now would be very janky. Attachables cannot have animation in them, I can only move/rotate them at the attachment point. The Sail on the sailboat is a part of the entity itself, not an attachment so that´s different. And for attaching items to signs I´d still need to make all of those items attachable, as what´s placed in a storage does not get shown on the enitty itself.
Breathtaking project. Bravo.
You also seem to have a good vision for what to add going forward.
One thing I'd like to recommend as short term plan is the ability to add seats to the various carts, much like you can add seats to the sailboat for friends to come along on the journey. This would add a lot of utility quickly using systems you've already developed. Also, perhaps consider making tents retract while someone is driving the cart? The sailboat for example deploys the sail only when a player is sitting inside it, so perhaps making it so that when a player is driving the cart, the tents become invisible would be ideal?
Lastly, I can see you have some ideas with the signs as a proof of concept. To avoid cluttering the handbook, here's one idea I had to simplify the signs: Perhaps make one universal sign type, with a single inventory slot for storage, then any item you place in here is displayed on the sign, in a similar way to the crate+parchment system?
Thanks for reading my comment. I wish you good luck on your modding journey and I will be watching with interest!
Amazing mod! for some reason when I craft the cart and drop it to world it dont have any interaction. I cant attach anything...
Encountered really wierd bug with sleds: I missclicked while crafted sled from frame (not sure if I can elaborate more on how i did it, it just happened unexpectedly) and in result I still have a frame (it wasn't spend) and "made" sleds did fall on the ground and now areuninteractable entity. I was able to push them away by placing blocks over them but no other way to intecat with them is working for me
Mod version 1.0.2
UPD ok sorry, I've figured it out. I needed empty backpack slot to pick it. Wierd that frame wasn't consumed in crafting though
i cant find how to put a canopy on a narrow cart, andd also will these ever be able to be drawn by animal? im loving this mod so far
Could you make a version of the sled recipe that doesn't need post-metal resources, given that sleds are pretty stone-age.
no worries. i love the idea of the mod. its really cool and ingenious. if you could figure out an economy system for it to work with, i see it getting really popular. i hope you do. For your cart break down problem, let me bounce some ideas to ya. is it possible to have it break down into say a couple parts you can carry in your inventory? it has to be empty for this to be possible. that would make it balanced but moveable. im not sure how you would code that since its basically a living creature. maybe like. when you kill a wolf you get meat hide fat. when you kill the cart you get 3 base commponents that combined in a recipe builds the cart? im not sure. maybe a place to start though?
Freakyuser396
Damn this mod look awesome, from the comments it look that have a few problems for now but the idea and the images make it a really promising idea and hopfully you can keep working on it. Thanks for the mod.
JonR Thank you, Currently working on a fix, everything apart from the texture warnings is already ready to be pushed as an update
I noticed a good bit of errors printing to the log when launching into a world, a whole bunch of Collectible Behavior RightClickPickup and Lockable not found for the various items in itemtypes\wearable for the Carts. I'm not entirely sure what is going on, but I wanted to let you know, and hopefully I'll be able to look into it a bit more as well in a few hours. There were also a bunch of errors relating to the wheels.json file and it looks like the "wheelsolid" recipe defines an R in the recipe, but it looks like an item was left out - might it have been rope, perhaps? Since I see that in the recipe below as well, and Resin is already S in this one. Hopefully this helps a little to clear it up though!
Rakshasa You need a front grip to control any cart/sled/stall. A saddle and bridle is a base-game requirement for any mount, this mods combined those two into one with the grips (same item usable on any cart/stall/sled). I updated the modpage to explain that and some other things better.
itselre In creative you can use an admin sword, apart from that yeah it takes a while. I am actively thinking about a way to include getting a cart back, but right now the boat dismantling to get some components back is the only way I´ve found that´s not instant and free.
ChristsRisen I updated the descriptions a bit, hope that clears it up.
Freakyuser396
Even in creative it takes a while. It's your mod, but I don't think picking it up would be a problem, as long as there is no dragging in this game. We can pick up bears, mammoths (with fotsa), butchering tables and so on so I dont see why picking up a cart would break the immersion.
Want to let you know, for some reason it says I cant push/pull any of the carts without a saddle/bridle which makes the mod unfortunately unuseable. Hopefully it could be resolved!
Pulling one of these carts with an elk, or having a team of dogs pull a sled through the snow are the things that come to mind looking at this mod's long term goals. Testing it in singleplayer, it has the additional benefit of making the slightly grating mount running sound go away! :) Adding this to my dedicated server right away, thank you for your hard work!
Freakyuser396 the page here also says less storage than carts. im not sure if they have less or more but i saw the dark thoughts comment and figured id point it out.
itselre For now you can only kill them, but that could take some time in survival and wont drop anything. I´m still thinking about how to balance that. "Dismantling" the cart like the boat to get some ressources back would be an option for the future, just picking them back up would feel a bit off in my opinion.
Amazing mod! How do you pick carts or destroy them quickly?
Cainy It´s easy to overlook and one of the things I want to make a bit cleaner about crafting, but resin and rope are swapped for the narrow vs the wide cart
I am either stupid, or attempting to make the narrow cart does not work as it shares the recipe with the sled.
Freakyuser396
The way Vinconomy works is by having a register that serves as the base of a shop. It takes in items that people sell at your shop which is done via various trade mats that can be placed in the world. Preliminary testing tells me there isn't compatability and I don't know how easy it would be as registers (I don't think) are all that capable of being moved around.
Really cool mod regardless.
I've not tried it yet, but tis mod looks amazing. I'll give it a try soon.
Solid man , thank you , working good now
Good catch DarkThoughts thanks and corrected.
And i haven´t really played with Vinconomy, which blocks exactly do you mean?
Right now there is no active compatibility for other mods set, but things like chests from mods should work if they are configured like the normal chests or vessels (and can be placed on the boat) Heavy_Mettaloid
This looks interesting. I'll test later today, but does this work with Vinconomy blocks? Could actually become a traveling saleseraph with a functioning trading wagon if so.
Are market stalls meant to say LESS storage (than the carts)?
Well you got yourself a fan! I cant wait to build a cart and go in to the blue
Thanks for the reports NomadicPirate Kyrios34 DataMosh
I´ve added a fix to include the basic pulling/pushing animation when swimming with any cart/stall/sled, no more crashes on touching water.
Kyrios34 DataMosh I managed to fix it by adding this line to each of the entity files.
assets>cartwrightcaravan>entities>land> All 3 of them
Insert under 'controls' where "walk, sprint, walkback" etc are.
Note: This is still ridiculously slow in water. May need to adjust 'movespeed'
yeah same error as DataMosh actually
Yeah so I think you may have overlooked interactions with water, easy error to make but it has soft locked me out of my world.
Here's the error log
Running on 64 bit Windows 10.0.26100.0 with 16118 MB RAM
Game Version: v1.20.4 (Stable)
11/03/2025 3:17:03 PM: Critical error occurred
Loaded Mods: bedrespawner@1.0.0, canoemod@1.0.2, combatoverhaul@0.1.29, rstick@0.0.1, game@1.20.4, flags@1.1.6, BetterProspecting@1.7.0, cartwrightscaravan@1.0.0, maltiezfirearms@0.10.7, creative@1.20.4, survival@1.20.4
System.Collections.Generic.KeyNotFoundException: The given key 'swim' was not present in the dictionary.
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at Vintagestory.GameContent.EntityBehaviorRideable.updateRidingState() in VSSurvivalMod\Entity\Behavior\BehaviorRideable.cs:line 406
at Vintagestory.GameContent.EntityBehaviorRideable.OnGameTick(Single dt) in VSSurvivalMod\Entity\Behavior\BehaviorRideable.cs:line 485
at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 956
at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 606
at Vintagestory.Client.NoObf.ClientSystemEntities.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Entities.cs:line 105
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 23
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 96
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 848
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 740
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 170
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
so , drove a wheelbarrow into the water , insantly crashed my game and my server lol , tried it twice with the same result , second time the cart vanished with everything on it
This is so awesomely cool!
I'm really hoping you manage to figure out how to hitch these to an Elk soon. I'm preparing for my first trip to the Resonance Archive and something like this would let me pack a lot more useful stuff!
Massive efforts deserving of massive praise.
Keep up the good work!
This is very cool, love it!✨
omg this is amazimg
BASED 🤜🤛