Known Issues & Limitations:
Sounds - Why is the elk to quiet suddenly?
Mounted land-creature sounds can't be differentiated in a content mod. For now, the modreplaces the default riding sounds.moves.
*if you want the normal elk walking and running sound back, you can just delete or rename the two audio files in Mods\CartwrightsCaravan\assets\game\sounds\creature\hooved
Passengers - Why can´t we sit in the carts?
Currently, rider and passenger animations are shared. This would cause seated passengers to appear standing and running in place when the cart moves.
Cart Animations - Why do too smooth roads make the cart bounce?
Pitching back and forth can't be adjusted beyond a simple on/off setting. Currently, carts tilt when moving over slopes, while stalls remain level. This felt like the best visual balance for now.
Colors and Textures:
Due to some items using the same textures, they will look the same when placed on a cart together. (2 different colored sidetents, pots and crocks,)
General Questions:
Why does it say “needs a saddle/bridle” ?
Cart grips are required to control any Cartwright’s vehicle. They have the same function as an elk saddle and bridle combined, and are a base-game requirement for controlling a mount.
Can other mounts pull carts?
Not yet, but it's a long-term goal. Check the Looking Further Beyond section for future plans.
Do carts take damage?
Carts don't have fall damage and should not be targeted by creatures, but they can still take damage, though even the sled has over 200 HP. If a cart is destroyed, its storage and extras remain accessible, but the cart itself will vanish after a few days.
How do I claim a cart?
You can attach a normal medallion, just like claiming an elk.
One cart and one marketstall can be claimed in addition to an elk, all three will show on the minimap.
Crafting & Construction:
What metals are needed to build vehicles?
Sleds can be crafted once you have access to copper, market stalls require bronze nails or better, and carts need iron.
How do I assemble carts and stalls?
Each vehicle is crafted in three steps: first, build a frame, then turn it into an unfinished version, and finally, add wheels. Once fully crafted, they can only be placed in a backpack slot before being set down.
What can I store on carts?
Carts and stalls can hold baskets, vessels, chests,
Any large storage slots without height restrictions can hold barrelchests and cratechests
Market stalls can also display pots, crocks, and empty bowls.
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 🤜🤛