Mods / Cartwright´s Caravan

Tags:
Storage Other
Author:
Freakyuser396
Side:
Both
Created:
Mar 10th 2025 at 8:10 PM
Last modified:
May 14th at 8:00 AM
Downloads:
222130
Latest release (for Vintage Story 1.22.0 - 1.22.2, potentially outdated):
CartwrightsCaravan_1.9.1.zip  1-click install

Adds seraph-pulled/pushed carts, sleds, and market stalls with storage and decoration options.

 

Types of Vehicles:

 

Sleds - Lightweight and simple, ideal for early travel, but not sturdy enough to carry anything heavier than a basket.

Sleds

 

Carts - Sturdier, more customization options, up to six storage slots.

 carts

 

 

 

 

 

 

 

 

 

 

 

 Market Stalls - Less storage than carts but smaller and more display slots.

marketstalls

 

 

Attachable Items:

  • Storage - Use baskets, vessels and chests. Caravan´s Barrelchest and Cratechest on large storage slots, and small chests/baskets/sacks/pouches on small storage slots.
  • Lanterns and Signs - equippable on cornerslots, marketstalls can have up to four lights or signs, carts two, and sleds just one.
  • Medallions - Normal Elk Medallions are used to claim market stalls and carts
  • Saddleblankets - Base-game saddleblankets can be attached to any market stall or cart.

 

 

Colored Decorations:

  • Front Grips - Needed to control carts and stalls (crafted from linen)
  • Roofs - Woven or wooden canopies for protection and style
  • Sidetents - Equippable on cornerslots on carts, or instead of a roof on market stalls.
  • Sideboards - Woven or wooden, equippable on cornerslots on carts.

 

All woven decorations are crafted uncolored, and can be dyed in a barrel. Should you change your mind you´ll need to scrape the color off with a knife. 

There are no separate versions for cart/stall/sled decorations needed, and all items that have multiple versions can be freely swapped into each other in the crafting grid.

 

 

Other Items:

  • Blueprints/Schematics - Cheaply made, and last a lifetime. They are used to start most Caravan related crafting recipes.

 

 

 

How to Use:

After crafting, carts, market stalls, and sleds can only be carried in a backpack slot. If no slot is free, the item will drop to the ground and remain uninteractable until picked up again.

 

To control a cart, market stall, or sled,  you will need to craft a "cart grip". They are one-size-fits-all and can be used on any of Cartwright´s vehicles.
 
 

 

 Future Plans & Ideas

 

Planned Features:

  • in-world construction like the sailboat
  • smoother turning/speedup
  • removing jumping

 

Long-Term Vision:

  • Introducing more cart types, including unique styles and specialized designs
  • looking into the antler growth mechanic to maybe let carts rust ot gather moss

 

Looking Further Beyond:

  • automata-pulled carts to allow for seated passenger
  • actual mount-pulled carts

 

 

 Cartwright´s Caravan - FAQ

 

Known Issues & Limitations:


Sounds - Why is the elk to quiet suddenly? - fixed in 1.7.0
Mounted land-creature sounds can't be differentiated in a content mod. For now, the mod
replaces the default riding sounds.

The Extended-Riding-Library Jaunt enables different sounds per creature and gait, with that and the Jaunt Elk Integration you can give elk their sounds back while keeping Carts quiet.

 

Passengers - Why can´t we sit in the carts? - added in 1.8.0
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, but is changeable with ConfigLib.

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 / Can i can a cart back after it´s been placed down?

Since 1.9.0: Carts do not take damage. They cannot be picked up again but disassembled with a saw like the sailboat.

 

up until 1.8.0: Carts don't have fall damage and should not be targeted by creatures, but they can still take damage.

If a cart is dead, its storage and extras remain accessible.

Like an animal corpse it will decay in 2 stages and can be harvested with a knife for it´s wheels, then the carcass can be broken for the body.

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 jugs, books, ingots, pots, crocks, and empty bowls.

 

 

 Tags & Keywords:

Caravan, customizable vehicles, encumbrance management, hauling, handcart, land travel, merchant, mount, nomad, nomadic, pack, portable shop, trade, transport, traveling merchant, wagon, wheeled vehicles.

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.9.1 cartwrightscaravan
1.22.0 - 1.22.2
38829 May 14th at 7:52 AM CartwrightsCaravan_1.9.1.zip 1-click install

1.9.1

Fixes:

updated Metal Cooking Pots compatibility

fixed ropetieable configlib patches

1.9.0 cartwrightscaravan
1.22.0 - 1.22.2
13750 Apr 26th at 2:10 PM CartwrightsCaravan_1.9.0.zip 1-click install

Cartwright 1.9.0 - VS 1.22.0 and deconstruction update

 

Gameplay changes:

- Rider and Grip slots have been merged for ease of use, this means already places vehicles from old VS 1.21/Cartwright 1.8 worlds will need to have their attachments taken off and placed again.

- All vehicles are now deconstructible with a saw instead of them having health and being “harvestable” with a knife. (this is now possible due to changes in VS 1.22)

They will drop all their crafting materials apart from nails.

 

Full list of changes:

  • rideable and gait behavior got updated, entity files needed rework.
  • updated patches for vanilla files that have changed.
  • swapped the existing health, deaddecay, and harvestable behaviors for proper deconstruction like the sailboat.
  • removed unneeded configsettings regarding health and healing
  • removed saddle slot and merged it with the grip slot, as the game supports custom seatitems again.
1.8.0 cartwrightscaravan
1.21.2 - 1.21.7
56120 Nov 12th 2025 at 11:41 PM CartwrightsCaravan_1.8.0.zip 1-click install

Additions

Added Passenger Slots to all large cart, sled, and wheelbarrow storage slots.
(Note: Market stall passengers are currently disabled in settings due to first-person view issues.)

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
1.21.2 - 1.21.5
32798 Oct 5th 2025 at 4:41 PM CartwrightsCaravan_1.7.3.zip 1-click install

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 17619 Sep 17th 2025 at 1:17 PM CartwrightsCaravan_1.7.2.zip 1-click install

Fixed: small marketstall wheel recipe displayed in the handbook but did not work.

1.7.1 cartwrightscaravan 5129 Sep 13th 2025 at 11:30 PM CartwrightsCaravan_1.7.1.zip 1-click install

fixed recipes containing wagonwheels as the basegame block they relied on has been retired in 1.21.

1.7.0 cartwrightscaravan 1823 Sep 13th 2025 at 4:55 PM CartwrightsCaravan_1.7.0.zip 1-click install

Gameplay Changes:

  • The slot for attaching grips to sleds had to be moved away from the seat/rider slot.

  • All vehicles now feature three forward gaits instead of two: walk, jog, and sprint.

  • Baldcypress vehicles are now craftable.

  • Bowls can no longer be attached to market stalls (they caused a crash in 1.21.0-1; already attached ones are invisible but can be safely removed).

  • Carts no longer override the standard land-mount walking sounds.

 

Config Updates:

  • Separate settings for allowing rope-tying of wide and narrow carts.

  • Speed settings now include the new gait.

  • toggle for some temporary patches to separate how weapons and cookingpots attach on entities.
1.6.0 cartwrightscaravan 18531 Aug 1st 2025 at 7:50 PM CartwrightsCaravan_1.6.0.zip 1-click install

New Additions:

  • New Canopy Variants: Added ornate and leather variants.

  • New Grip Variants: Added leather and primitive grips for improved customization.

  • New Sideboard Variants: Added leather variants.

 

Improved Item Behavior:

    • Colored sideboards can now be stacked on the ground.
    • All placeable items feature more accurate hitboxes.

 

Compatibility/Rework:

    • Internal cleanup: restructured filenames and directory organization for better maintainability.
    • The old cartsextra itemtype was split into several distinct itemtypes, this has no effect on gameplay, existing items will convert with the remap prompt upon joining a world.

 

Bugfixes:

    • Fix: Wheelbarrows displayed unused selectionboxes floating in mid-air. Some items already attached to existing wheelbarrows might not look correct till taken off and replaced.
1.5.1 cartwrightscaravan
1.20.7 - 1.20.12
15216 May 30th 2025 at 7:40 PM CartwrightsCaravan_1.5.1.zip 1-click install

added spanish translation with translated settings and colored slot names (credits: C4BR3R4 )

also added translated settings and colored slot names in

  • english
  • german
  • ukrainian (credits: DeanBro)
1.5.0 cartwrightscaravan
1.20.8 - 1.20.10
4437 May 10th 2025 at 5:28 PM CartwrightsCaravan_1.5.0.zip 1-click install

New ConfigLib Configuration Options:

  • movement speed (walk, sprint, backwards, swim)
  • Step height and step-up speed
  • toggle pitching when traversing slopes
  • Fall damage toggle
  • Dismantling penalty toggle
  • Active healing toggle
  • Storage restrictions for the sled
  • Experimental: Ropetieable toggle

 

Balance Changes

  • Slightly adjusted vehicle speeds.

 

Translations:

  • Added Ukrainian (credit: DeanBro)
  • Added German

 

1.4.0 cartwrightscaravan
1.20.8 - 1.20.10
4782 Apr 20th 2025 at 10:40 PM CartwrightsCaravan_1.4.0.zip 1-click install

Balance Changes:

Vehicle health reduced for easier dismantling:

  • sleds - 90 HP
  • market stalls and wheelbarrows - 120 HP
  • narrow carts - 150HP
  • wide carts - 180 HP

 

Mechanic Changes & Additions:

Vehicles are now mortally woundable and can be healed with poultices.

Broken vehicles decay in two stages, similar to animal corpses:

  • Stage 1 lasts two days and can be harvested with a knife for it´s wheels. Attachment slots still work, but the vehicle can't be moved.
    • If harvested before removing attachments, they’re lost (but chest contents drop).
  • Stage 2 lasts up to five days and can be broken by hand to recover the unfinished body. Only nails are lost.
1.3.0 cartwrightscaravan
1.20.6 - 1.20.7
1723 Apr 16th 2025 at 11:48 PM CartwrightsCaravan_1.3.0.zip 1-click install

New Additions:

-Sideboards that are attachable to carts instead of sidetents.
Includes four wooden styles that will take on the woodtype of the cart they are placed on, and one woven style in all 12 dye colors.

-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
1.20.5 - 1.20.6
6376 Mar 21st 2025 at 7:35 PM CartwrightsCaravan_1.2.0.zip 1-click install

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 2493 Mar 15th 2025 at 12:51 AM CartwrightsCaravan_1.1.1.zip 1-click install

Fixes:
Frames and unfinished items are now correctly consumed during crafting.

Balance Changes:
Changed sled construction to only require access to nails and a hammer. Planks or support beams are no longer needed - just logs and debarked logs.

Additions:
Added slots on market stalls and carts to allow placing base-game saddle blankets.

1.0.3 cartwrightscaravan 681 Mar 13th 2025 at 8:20 PM CartwrightsCaravan_1.0.3.zip 1-click install

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 528 Mar 12th 2025 at 9:38 PM CartwrightsCaravan_1.0.2.zip 1-click install

updates:

  • detailed canopy models
  • updated some item descriptions

fixes:

  • market stall recipe needed at least iron by mistake, now correctly set to bronze and up.
  • some recipes were overlapping.
  • barrel chest could be created with barrel-cactus instead of only with barrels.
1.0.1 cartwrightscaravan 839 Mar 11th 2025 at 8:04 AM CartwrightsCaravan_1.0.1.zip 1-click install

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 427 Mar 10th 2025 at 8:12 PM CartwrightsCaravan_1.0.0.zip 1-click install

Initial release:

6 different vehicles,

24 roofs, sidetents, and grips (saddles)

3 states of lanterns

10 signs as a proof-of-concept


328 Comments (oldest first | newest first) (threaded | flat)

Isam, 1 day ago

Are the market stalls a prettier version of other carts? Is there any market-type functionality to them?

 

If not, it might be cool to allow vinconomy chests to be put on them.

Ava_Qutrit, 6 days ago

Super cute mod! Top notch aesthetics and very nice customizability.

It would be nice if we could place proper barrels on the carts, to store liquids. I want to be a traveling booze seller:)

Also I was able to pick up a Storage Vessel on a cart that had items in it. Eventually, I tried to place it and it teleported back into the cart, so there was no data loss, but I was still able to pick it up and see it in my inventory.

Freakyuser396 , 6 days ago
@Ava_Qutrit: Super cute mod! Top notch aesthetics and very nice customizability.It would be nice if we could place proper barrels on the carts, to store liquids. I want to be a traveling booze seller:)Also I was able to pick up a Storage Vessel on a cart that had item

Interacting with liquids in attached containers is not really working all that well, but I´m currently testing if I can add a little cart with some integrated liquid storage.

And that teleporting vessel is strange, if you have carryOn, you should be able to attach/detach full containers the same way as picking full chests up from the ground, but I haven´t had any storageitems teleport back into place myself yet.

iodide, Jul 3rd at 11:58 PM

I did a keyword search and came up empty so I'm assuming there's no support here for loading a cart onto the sailboat itself? With the rivers mod in my world, my main source of transportation is the sailboat but a cart would be amazing for that "last 100 mile" type of thing.

Morndenkainen, Jun 29th at 11:33 PM

It'd be cool if there was a cage version of one of these carts for hauling around LARGE wild animals like cows/bears...   Toss some grain in em to lure in a cow, or some meat/honeycomb for a bear....

DragonessBree, Jun 27th at 4:53 AM

Another suggestion for animal-pulled/mount-pulled carts - pick either the animal or the cart to be an attachment to the other (probably the cart).
This would make it hard to keep both customizable while attached, though. Might be easier to make the elk an attachment to the cart, but I imagine that would make it harder to set up any sort of automatic creature mod compatibility for it (if that's even possible and you were interested in doing so). 

Hm... maybe... if the cart is the attachment, have it log all the items and then recreate the cart and all the items when you attach/detach it? From what little I know, that sounds like it'd cause a major lag spike though... 
Or throw that concept out all together and try to find an unintended way to use any sort of "follow" system the game might have? Last idea reading the other comments is just a mod-specific chain/rope that's indestructable that replaces the grips on the carts

Regardless the mod is really cool as it is, just wanted to throw my ideas into the pot in case anyone wanted them. 

Freakyuser396 , Jul 3rd at 9:47 AM
@DragonessBree: Another suggestion for animal-pulled/mount-pulled carts - pick either the animal or the cart to be an attachment to the other (probably the cart). This would make it hard to keep both customizable while attached, though. Might be easier to make the elk an

Thanks for the comment and ideas, I have thought about most of those but am not quite happy with the limitations or potential physics jank they come with. What I am currently working towards is more similar to elks on boats, wih the elk being fixed in place like a player but still there as an entity.

HarvestBluehaven, Jun 20th at 6:50 PM

Hey, did you know that you can ride a mount and pull a big cart with you? You mount the animal, then, holding a rope, you attach the rope to the big cart and it gets pulled along after you. Seems to only work with the wide cart tho. Its happening in 1.21.6. I do have saltys one hand mod, and like 100+ other mods, so maybe thats making it happen, but its happening! And its awesome! 

Freakyuser396 , Jun 21st at 8:01 PM
@HarvestBluehaven: Hey, did you know that you can ride a mount and pull a big cart with you? You mount the animal, then, holding a rope, you attach the rope to the big cart and it gets pulled along after you. Seems to only work with the wide cart tho. Its happening in 1.21.

There is a config option to allow tying a rope to any vehicle, but since that is very janky in most situations it´s turned off by default (or it should be at least)
But nice to know it´s working that well for ya!

Keanu_Grievous, Jun 20th at 4:40 PM

is it possible to have smaller carts added for our vertically challanged players? or have a scale option for them?

Freakyuser396 , Jun 21st at 8:00 PM
@Keanu_Grievous: is it possible to have smaller carts added for our vertically challanged players? or have a scale option for them?

I have been thinking about looking into that, but am not yet sure about how to best include that.
Since many servers have players of varying sizes, it should probably be additive, and not just change existing carts. 

Galarite, Jun 20th at 8:34 AM

The sled is running away from me?

Degen_Andi, Jun 21st at 5:34 AM
@Galarite: The sled is running away from me?

Same but it doesn't seem to be, specifically, away from the player. It just turns in a random direction and darts that way.
It then changes direction if it's against a solid block long enough. 1.22.3 BTW. Both on the Server I'm playing on and in Single player.

boneladders, Jun 15th at 7:23 AM

hi, great mod! i encountered a bug. i was able to place chests in the 4 front storage slots on the wide cart, but when trying to place chests in the 2 rear slots they instead were placed on the ground beneath the cart.

Freakyuser396 , Jun 21st at 7:55 PM
@boneladders: hi, great mod! i encountered a bug. i was able to place chests in the 4 front storage slots on the wide cart, but when trying to place chests in the 2 rear slots they instead were placed on the ground beneath the cart.

Thanks!
And that´s a basegame issue that I´ll be able to adress once get to rewrite this mod. You gotta be pretty close to the center of rotation to interact with entities, and since that is at the front where the rider is you have to be really close if you´re looking at the backside of the carts.

boneladders, Jun 27th at 7:07 AM
@Freakyuser396: Thanks!And that´s a basegame issue that I´ll be able to adress once get to rewrite this mod. You gotta be pretty close to the center of rotation to interact with entities, and since that is at the front where the rider is you have to be really close if yo

gotcha, no problem! i did end up figuring out that i can place the back chests normally (and access them most of the time) if i stand on a 1-high block next to the cart. no other issues so far tho! thanks again :)

MGThevenot, Jun 5th at 10:53 PM

Freakyuser396 I've succesfully created a mod that allows Equus horses to pull a primitive log grader that dynamically makes packed dirt roads as the horse pulls the grader. The player rides on the log grader itself and controlls the horse from behind. It works well over smooth terrain, and I'm trying to get sloped paths to work as well. Anyway, I'm curious if you want to utilize my code to make these carts pullable. I don't care who does it, but I want a bloody covered wagon to ride on.

Freakyuser396 , Jun 6th at 7:51 AM
@MGThevenot: Freakyuser396 I've succesfully created a mod that allows Equus horses to pull a primitive log grader that dynamically makes packed dirt roads as the horse pulls the grader. The player rides on the log grader itself and controlls the horse from behind. It

Hello there, sounds awesome. I´d love to see that in action with your vehicle, and take a look at the code for cartwright!
Wanna send me a DM on discord? Cartwrights modthread on the official VS Discord is linked here at the top.

Beedy, May 31st at 5:33 AM

Will you please add compatibility to Pewter mod. Because its crocks can't be placed on the cart. Thank you.

DoctorLife, May 22nd at 9:27 PM

Are there any plans to create a kind of Gypsy caravan to live/sleep in?

WalkTheSeas, May 12th at 10:36 PM

tgstyle's comment is referring to the incompatibility between this mod and Metal Cooking Pots. 

The error lines that run when loading both mods (at least for me) are the following: 

 

[Error] Patch 0 (target: metalpots:blocktypes/metalcrock.json) in cartwrightscaravan:patches/metalpots.json failed because supplied path

/attributesByType/metalcrock-*/attachableToEntity is invalid: The json path

/attributesByType/metalcrock-*/attachableToEntity was not found. No such element 'attributesByType' at the root path

 

[Error] Patch 1 (target: metalpots:blocktypes/metalcrock.json) in cartwrightscaravan:patches/metalpots.json failed because supplied path

/attributesByType/metalcrock-*/attachableToEntity/attachedShapeBySlotCode is invalid: The json path

/attributesByType/metalcrock-*/attachableToEntity/attachedShapeBySlotCode was not found. No such element 'attributesByType' at the root path

tgstyle, May 7th at 2:45 PM

Hello there!

Yoldovahkriid (Metal Cooking Pots) said they made it easier to fix the patch incompatibility that NoxyGizmo reporter below.

https://mods.vintagestory.at/metalpots#cmt-159518

MacroAggressor, May 6th at 11:29 PM

I really hope you can get mount driven carts working.  I want my Coppertail dragon to pull a covered wagon across the prairie xD

Viscarrion, May 3rd at 5:44 AM

There should be a way to like, pick them up if you put them down? Or make them killable via the admin blade- I put down a sled to test on a server and now i cant get rid of it :/ 

 

TheRealFlynn, May 2nd at 10:18 PM

ty for working on the mod 

El_Neuman, May 2nd at 11:18 AM

Спасибо и ещё раз миллион раз спасибо за этот прекрасный мод!!)

Mercar, May 1st at 12:40 AM (modified May 1st at 12:41 AM)

i got some erro when i put cart grip

Crash Report
Involved Harmony IDs: PlayerInventoryLib:Transpilers
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.Common.PlayerInventoryNetworkUtil.UpdateFromPacket_Patch3(PlayerInventoryNetworkUtil this, IWorldAccessor world, Packet_InventoryUpdate packet)
at Vintagestory.Client.NoObf.GeneralPacketHandler.HandleInventoryUpdate(Packet_Server packet) in VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:line 376
at Vintagestory.Client.NoObf.ProcessPacketTask.Run() in VintagestoryLib\Client\Systems\ProcessPacketTask.cs:line 12
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 817
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 742
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Crash Report
Running on 64 bit Windows 10.0.26200.0 with 64986 MB RAM
Game Version: v1.22.1 (Stable)
5/1/2026 1:38:12 AM: Critical error occurred
Loaded Mods: darkvision@1.3.1, fairywren@0.3.7, fallingtree@0.4.12, jsonpatcheslib@1.5.1, onehand@0.1.1, overhaullib@2.0.4, toolbelt@0.3.5, game@1.22.1, vsimgui@1.2.2, attributerenderinglibrary@3.0.0, betterruins@0.6.0, butchering@1.13.2, carryon@1.14.0, cartwrightscaravan@1.9.0, chestpreview@1.2.0, coriaendershaders@1.2.0, playerinventorylib@0.0.2, creative@1.22.1, survival@1.22.1, watersheds@6.1.0, backpacks@0.1.0
Involved Harmony IDs: PlayerInventoryLib:Transpilers
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.Common.PlayerInventoryNetworkUtil.UpdateFromPacket_Patch3(PlayerInventoryNetworkUtil this, IWorldAccessor world, Packet_InventoryUpdate packet)
at Vintagestory.Client.NoObf.GeneralPacketHandler.HandleInventoryUpdate(Packet_Server packet) in VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:line 376
at Vintagestory.Client.NoObf.ProcessPacketTask.Run() in VintagestoryLib\Client\Systems\ProcessPacketTask.cs:line 12
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 817
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 742
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Freakyuser396 , May 2nd at 8:18 AM
@Mercar: i got some erro when i put cart grip Crash Report Involved Harmony IDs: PlayerInventoryLib:TranspilersSystem.NullReferenceException: Object reference not set to an instance of an object. at Vintagestory.Common.PlayerInventoryNetworkUtil.UpdateFromPacket_P

Thanks for the report. That error points to PlayerInventoryLib, though I could not reproduce the issue with that mod installed. I´ll mention this to that mod´s author.

Mercar, Apr 30th at 10:17 PM

Is there any way to put a body on the cart or sled? It would be interesting to be able to modify a body, like a bear's, or any large animal's body, and be able to put it on the sled... the animal carcasses of Butchering

Freakyuser396 , Apr 30th at 8:32 PM

Mercar If you hold CRTL you can scroll over to your backpack slots and place the vehicle

 

NoxxyGizmo Thanks for the report, will fix that in the next update

 

Moocowrodeo interested yes, but we haven´t found a good solution for that yet.

Mercar, Apr 30th at 6:57 PM

how i can place it on graund ?

Mercar, Apr 30th at 6:56 PM

i cant interact with carts ....  

NoxxyGizmo, Apr 29th at 8:53 PM

Hi, I ran into a compatibility patch issue between Cartwright’s Caravan 1.9.0 and Metal Pots 1.7.2 on Vintage Story 1.22.1.

The failing patches were in patches/metalpots.json. They targeted:

/attributesByType/metalcrock-*/attachableToEntity

but Metal Pots’ metalcrock.json currently uses root-level attributes instead of attributesByType.

Changing those two metal crock patch paths to use:

/attributes/attachableToEntity

and:

/attributes/attachableToEntity/attachedShapeBySlotCode

cleared the patch errors for me.

Thanks for the mod. I just wanted to leave this here in case it helps with a future compatibility update.

Moocowrodeo, Apr 29th at 7:31 PM

Hello! Awesome mod! I was wondering if you would be interested in allowing the Equus horses to pull your carts in the future?

delphi, Apr 26th at 9:19 PM

Thanks, love this mod

Freakyuser396 , Apr 26th at 2:31 PM

Thanks everyone for the support!
I will catch up with the replies but read through everything before finalizing the update.

Also added rather extensive info about what changed with the update to VS 1.22 in the changelog. Old vehicles will still work when upgrading from 1.21, but attachments will need to be taken off and placed again

EruTheTeapot, Apr 26th at 2:20 PM

Just when I was updating my modlist for 1.22, this gem updates

Talk about perfect timing, thank you for the mod!

Jalex, Apr 26th at 2:16 PM

yaaaaay, cart cart cart cart!

SlateSlavens, Apr 23rd at 3:09 AM (modified Apr 23rd at 3:11 AM)

Any chance on a 1.22.0 update? This is by far my favorite mod.

 

Azavit the cart/sled speeds are a slowdown of you character's base speed. You can edit the config and change the speed modifier.

 

Azavit, Apr 8th at 5:54 AM
Is there any way to have this mod account for character speed?

It would be neat if someone is using a fast character (from a class or PML) could pull carts faster, or for things like a sprinter's flask from the alchemy mod to be able to give you a boost to speed while pulling carts.

Would really encourage characters who specialize in travel to keep those bonuses while using carts.
Nalmighty, Apr 1st at 9:18 PM

Goated mod for me, ty!

sebajunee, Mar 31st at 10:50 PM

I've had my eye on this mod for awhile now, mostly because I'm planning to make my first trip further south for my first winter that's almost upon me. I will say, the only thing keeping me from the download is some of the complaints I've seen in the previous comments. I don't mind, personally, that elks aren't able to pull/move the carts. That's not my intention for the trip south I have in my mind. Maybe I should just give this a try and work out the mechanics and crafting of it as I go, but nonetheless. I'm hoping you're able to work out any kinks or "bothersome" troupes that others seem to be displeased with. The concept of me roping and nailing together a sled or cart for me to hoist it onto its wheels and go on a trek just seems like an amazing concept for this game. Best of luck with any further mods you develop or updates you've planned for this one! Will be keeping an eye on this mod in particular (:

MythOceanas, Mar 12th at 4:43 PM

I love this mod hope it gets updated to 1.22 at some point.

And despite people not knowing how to read your description I hope you dont get burnt out on the mod and continue developing it.

 

You could probably move the future plans "actual mount-pulled carts" to the top in bold red letter and people would still be like "why cant I pull the cart with an animal"

Maoman, Mar 7th at 4:06 PM (modified Mar 7th at 4:06 PM)

Hey man, really love this mod it's super cool. Requesting a small fix that I hope won't be too much trouble: 

Conditions: I don't generally carry slabs or stairs, I just carry a chisel and hammer and make slabs/stairs as needed, so all my roads use chiseled half blocks in place of slabs to create gentle slopes. It is also winter so there's snow everywhere.

Expected behavior: The sled would slide up snowy slopes just like any other.

Actual behavior: It slides from the low level up onto the chiseled half block with no problem. And sometimes it will slide from the half block up onto the adjacent full block beside it. But quite frequently, it will "catch" and get stuck on that second step from the chiseled block to the full block, forcing me to jump--which wouldn't really be an issue except that sleds can only jump like once every two seconds or something, so trying to climb a longer hill is incredibly tedious and frustrating. Normal slabs, stairs, and even 1-block high slopes all work consistently. It is only moving the sled from a chiseled-slab onto a full block with snow that fails. Breaking the snow tile on the upper block fixes the problem. 

Reproduction: place two blocks side by side, equip chisel and select 16x16x16 mode, break the top four voxels of one of the blocks, turning it into a perfect half-block slab, place a thick layer of snow on the un-chiseled block, then attempt to push a sled up that tiny slope. It should stop on the chiseled block and refuse to go further until you either jump or back the sled up slightly (so it's not pressed right up against the upper block), dismount, break the snow tile, remount, and resume travel--now it should pass with no trouble.

Attempted fix: Changed all three instances of "stepHeight" in sled.json from 1.2 to 1.5. No change.

I'm on version 1.21.6 and I see this mod hasn't *technically* been updated for that version yet, being still on 1.21.5, but that really shouldn't make any difference in this instance. 

OatmealSwag, Mar 1st at 8:18 PM

I have a suggestion for being able to use mounts and the carts at the same time.  Granted I know nothing about making mods or coding so I don't know if it'll work, but I thought it was worth throwing it out there.  Looking back at earlier comments about the cart essentially being mounts/elks themselves I decided to use a rope on it to put in my boat and it worked.  It also allowed me to use the rope on the cart while I was mounted on an elk. However the elk moved too fast, causing the rope to snap and some weird bug where the cart kinda just followed you around.  But I thought maybe if the ropes properties were changed to were it didn't allow the cart entity to lag behind then you could have the cart be pulled by an elk. 

SlateSlavens, Feb 8th at 8:01 AM

Casie The carts & sleds are essentially elk with skins. The base games would have to let you ride an elk with an elk...

AridArtifact I'm using the mod on 1.21.6 right now. It should work fine on 1.20. make a backup of your world and give it a go!

People having problems removing stuff, if it's storage, empty it. Then chests and everything else should be shift-rt-click removable.

 

AridArtifact, Feb 8th at 1:56 AM

any chance to get a version for 1.20.0? 
Please!

Casie, Feb 4th at 2:29 AM

why can't i use an animal to pull a cart? seems like this kind of misses the whole point...

Ser_Potat, Jan 29th at 10:29 AM (modified Jan 29th at 12:20 PM)

I just want to ask how much further beyond it is to have the carts actually pulled by elk or the horses from equus mod? Id love to haul food from my farm to the town on cart drawn by actual animals. :D

Kragg, Jan 28th at 9:05 AM

So after claiming my cart I had various players try and open chests, they said they can't open the rear 2 chests but all the others are accessable, is this a bug or supposed to be working like this?

 

Wahazar, Jan 25th at 12:06 AM

Would be nice to have in-game explanation in handbook, especially these saddle-stuff.

TheCraftySmith, Jan 22nd at 2:54 PM

I am running into an issue where I cant detach chests or the grip from my sled. I have checked to make sure that both the server and client side are running the latest mod version. Don't know what else to try. The server is running 1.21.6. We are running Carry On as well as Config lib if thats helpful. I can provide mod list if needed.

joyoan, Jan 22nd at 2:39 PM

Hi, I may be stupid but I can't seem to take my things back once I placed them on any carts.

could someone help me figure this out ? 

SlateSlavens, Jan 19th at 7:32 PM (modified Jan 20th at 9:03 PM)

I like the sled as-is visually. Maybe offer a heavy-duty version that can take a chest or two. Otherwise, the design is ready for being able to be pulled by an animal once that's available, whether natively or by mod.

 

Is there a way to increase the step height past 1.2? Specifically, players on my server have asked that the sled be more useful in the snow compared to the carts. At the moment, a step-height of 1.2 requires jumping up each block level in the default spawn zone with mid-January snow levels. A value of 1.5 has been requested, but I can't get that modifying the config file.

Redrussian86, Jan 15th at 5:34 PM

its only super annoying this isnt compatiable with vanilla storage or carry on mod, if it is i cant find a way to place crates on the wagon carts at all was hoping this would help us relocate but we have too much bulk to move with the small storage crate chests in the mod it self 

DeeTales, Jan 15th at 1:27 AM (modified Jan 15th at 1:42 AM)

This was confusing to figure out how to use, but it does work.   

 

A couple gotchas: once you place it down from your bag slot, you can't pick it up again. It's a vehicle (mount) in the world.  To move it once it's in the world, you have to attach a craftable grip and push/pull it around. (Including the sled, though that's not said the first time in the description.)

 

If you activate the cart/sled and can't move and it complains about a saddle, the grip is missing. 

 

Note that the "walk grip" walks all the time. The "autorun grip" autoruns all the time.  You probably want to craft and have both with you. 

 

The attachment point for the grip on the sled is not the handle-bar, it's off to the side -- opposite the lantern/sign attachment point.
Control-click with the grip in your hotbar slot.  If you attach to or sit on the sled then you're clicking in the wrong place.  Try standing further away. 

 

The side-tents don't work with the sled (so far as I can tell). 

 

You push the sled, looking over its length.  You don't tow it behind you. Which is awkward, imo. It would be much more natural and fun to use if it were pulled behind, and didn't have to be steered around. Like so: 

 

image

 

 

HudsonHound, Jan 11th at 2:16 AM (modified Jan 11th at 2:19 AM)

To anybody struggling with the controls on how to place the cart, I found where the confusion comes from. First you put it in your backpack slot, then hold control --> AND PRESS 1 AT THE SAME TIME. <--- Thhis allows you to interact with your backpack slots directly. (Also, note, if it's not in your 1st backpack slot, just use your mouse to scroll which one it's in.) Then, the option to right-click to place the cart will pop up. It is not just holding control by itself. Nowhere at all seemed to specify this except for once single comment I had to dig around forever for. :,)

DarkIronWolf, Jan 8th at 2:19 PM

Didn't read it anywere so what are Sidetents and Sideboards are for? Or are they just Decoration?

 

Lemniscate_Mike, Jan 5th at 2:42 AM

Anyone else get these warnings on launch?

4.1.2026 20:18:46 [Warning] Texture asset 'game:textures/block/wood/planks/darkaged1.png' not found (defined in Entity type cartwrightscaravan:cart-basiccart-classic-darkaged).
4.1.2026 20:18:46 [Warning] Texture asset 'game:textures/block/wood/bark/lightaged-h.png' not found (defined in Entity type cartwrightscaravan:cart-basiccart-classic-lightaged).
4.1.2026 20:18:46 [Warning] Texture asset 'game:textures/block/wood/bark/lightaged.png' not found (defined in Entity type cartwrightscaravan:sled-basicsled-lightaged).

Amarillo, Jan 3rd at 10:03 PM

Hi, I dont know if it is a known issue that walk animation is not being playing on other players riding a cart?

Freakyuser396 , Dec 30th 2025 at 5:36 PM

tRead The market stalls have one slot on the lower frontside of the body, facing the rider, in which you can add either a canopy or a sidetent. But sidepanels are currently not usable on the market stall, only the cart.

(In the second last picture at the top of the page the marketstall slots are shown, first 2 panels of the second row show the canopy slot)

tRead, Dec 30th 2025 at 12:21 AM

I haven't yet figured out how to apply canopy or side panels to a market stall.  Couldn't find an in-game guide either (fwiw, my interface is in Spanish).

Abra_The_Cadabra, Dec 28th 2025 at 9:18 PM

I feel dumb but how do I attach an elk to the cart? I cannot seem to figure it out.

Freakyuser396 , Dec 23rd 2025 at 7:22 AM

Saint_Marcos Great Idea thanks, I´ll look into if Stonequarry slabs can be made attachable.
(and thanks for telling me about this stonequarry setting, I did not know about that!)

Saint_Marcos, Dec 22nd 2025 at 7:21 PM

could we get compatibility for the Stone Quarry mod so I can place my stone slabs in the back of carts? :x the mod already has the option to only have them in backpack slots which i usually use but then i wouldnt be able to use my cart to transport em..

AzuliBluespots, Dec 16th 2025 at 12:31 PM (modified Dec 16th 2025 at 12:35 PM)

Are there more animals aside from the elk that can pull the caravans? Like horses, direwolves, or bisons from Feverstone Wilds?

edit: ... Can the elk even pull a cart? I didn't get far into the mod yet, but I"m gonna need it.

Freakyuser396 , Dec 12th 2025 at 5:33 PM

Mercury18 Carts can only be dismantled but not picked up, like the sailboat.
I know that right now you do hold the cart after crafting so that might feel a bit off, but soon I´ll be able to add in-world construction like the sailboat, so people won´t ever need to hold the item.

Mercury1225, Dec 6th 2025 at 9:41 AM

How do i pick up my cart again after placing it?

 

Freakyuser396 , Dec 5th 2025 at 9:54 PM

Kalina Thanks for the report, found the issue and will include the fix in the next update.

Flopilop Better Crates has a message on their modpage about not working on boats, other modded vehicles will probably not work either then. In general I´d say any storage that is working on boats should work in cartwright too. But for vanilla crates there is a configlib setting. you cannot take any items out of an attached crate, but can at least attach and detach full crates with that.

Grilliam, Dec 2nd 2025 at 11:48 PM

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? 

 

TitanGuard, Dec 2nd 2025 at 3:23 PM

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

Flopilop, Dec 2nd 2025 at 1:44 AM

Hello would it be possible to make the mod work with Better Crate mod? Pretty please

Kalina, Nov 30th 2025 at 6:25 AM

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.

Freakyuser396 , Nov 30th 2025 at 5:16 AM

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.

Kalina, Nov 30th 2025 at 1:09 AM

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.

Spoiler!
screenshot showing the grip attach point for a sled in Cartwright's Caravans.
PCQgal, Nov 30th 2025 at 12:23 AM

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. 

Kalina, Nov 29th 2025 at 9:22 PM

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?

 

Freakyuser396 , Nov 27th 2025 at 2:16 PM

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.

TGerror, Nov 27th 2025 at 5:15 AM

okay, it took me a while to figure it out, to double-click on shift to get off the cart.

Vaelkyri, Nov 23rd 2025 at 2:03 PM

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.

BiggBenn, Nov 20th 2025 at 10:54 AM

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 :)

Freakyuser396 , Nov 20th 2025 at 5:36 AM

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.

techy, Nov 20th 2025 at 1:04 AM

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.

Freakyuser396 , Nov 13th 2025 at 5:11 PM

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.

Freakyuser396 , Nov 13th 2025 at 4:54 PM

Phyrian Nice idea, I´ll take a look a that.

SiiMeR, Nov 13th 2025 at 1:44 PM

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)

Freakyuser396 , Nov 12th 2025 at 11:40 PM

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" ]

Phyrian, Nov 11th 2025 at 10:29 AM

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.

Izumo, Nov 11th 2025 at 6:08 AM

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. 

Rissen16, Nov 9th 2025 at 4:05 PM

Thank you, resolved it now. 

Freakyuser396 , Nov 9th 2025 at 10:05 AM

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.
---------------

Rissen16, Nov 9th 2025 at 1:40 AM

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? 

 

Freakyuser396 , Nov 5th 2025 at 6:38 PM (modified Nov 5th 2025 at 6:38 PM)

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.

shiftertecho, Nov 5th 2025 at 6:26 PM

Just going to put this here: Imagine being able to attach a windchime from xXx_Ape_xXx's windchimes mod to the carts!

BiggBenn, Nov 5th 2025 at 4:38 PM

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!

Freakyuser396 , Nov 3rd 2025 at 5:38 PM

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)

Freakyuser396 , Nov 3rd 2025 at 5:32 PM

ancientpower You have to harvest it with a knife, and then you can break the broken sled block with your hands.

BiggBenn, Nov 3rd 2025 at 1:06 AM

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.

ancientpower, Nov 2nd 2025 at 10:49 PM

How do you get rid of broken sleds? There are no interaction prompts when looking at them.

Vivid_Tallow, Nov 1st 2025 at 7:13 PM (modified Nov 1st 2025 at 7:14 PM)

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

Freakyuser396 , Nov 1st 2025 at 7:04 PM

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)

Vivid_Tallow, Nov 1st 2025 at 6:44 PM (modified Nov 1st 2025 at 6:48 PM)

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)

This is the anim json code for basegame eating out of bowl
{
"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 }
}
}
]
},
Freakyuser396 , Nov 1st 2025 at 4:21 PM (modified Nov 1st 2025 at 4:22 PM)

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.

Figgorp, Nov 1st 2025 at 2:22 PM

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

Freakyuser396 , Nov 1st 2025 at 2:04 PM

Figgorp What exactly is not working when playing with kemono and cartwright?

Freakyuser396 , Nov 1st 2025 at 2:03 PM

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.

Freakyuser396 , Nov 1st 2025 at 2:01 PM

Voodooozo37 and Ruina 

Currently that´s not possible, carts are technically mounts themself

Freakyuser396 , Nov 1st 2025 at 2:00 PM

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

Ruina, Nov 1st 2025 at 10:13 AM

can you attach a cart to a mount? (elk)

MrFastZombie, Nov 1st 2025 at 5:53 AM

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?

Figgorp, Oct 31st 2025 at 2:35 AM

Could you consider trying to add Kemono Playermodel Compatibility?

Voodooozo37, Oct 29th 2025 at 8:43 AM (modified Oct 29th 2025 at 8:43 AM)

Have you thought about attaching some of those to elk for faster travel?

AlyssCyberwing, Oct 26th 2025 at 11:35 PM

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.

Blizmore, Oct 26th 2025 at 7:56 PM

Let us ride them on the back!

Freakyuser396 , Oct 26th 2025 at 6:44 AM

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.

Freakyuser396 , Oct 26th 2025 at 6:39 AM

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.


Dankrmpl4skn69, Oct 25th 2025 at 2:44 PM

dude please make a tutorial on how to use this mod, i cant place the cart and spent an entire day making it.

Dezz, Oct 22nd 2025 at 6:47 PM

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!

Filvandrel, Oct 21st 2025 at 1:56 PM

It would be cool if you could add Butchering compatibility, making it possible to store animals on the cart :D

Zefirr, Oct 18th 2025 at 11:23 AM

Hello, can u make the possibilities to tract the cart with a wapiti please?

Cappy_97, Oct 17th 2025 at 11:14 PM

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?

Freakyuser396 , Oct 17th 2025 at 2:28 PM

LordVonToten You will need a free backpack slot to carry a cart, from there you can place it down.

Freakyuser396 , Oct 17th 2025 at 2:26 PM

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.

LordVonToten, Oct 17th 2025 at 3:11 AM

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

Donald12999, Oct 12th 2025 at 1:47 AM

Anyway we can get barrels on carts for fluids?

AriesLR, Oct 7th 2025 at 11:37 PM

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.

STK2008, Oct 7th 2025 at 3:40 PM

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

Freakyuser396 , Oct 6th 2025 at 10:59 PM

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.

STK2008, Oct 5th 2025 at 11:23 PM

Hi
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 image Can I just ignore this for now till I get around to moving to 1.21.2?

Thanks

Freakyuser396 , Oct 5th 2025 at 1:54 PM

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.

Freakyuser396 , Oct 5th 2025 at 1:47 PM

Joshmilkplease At the moment all the vehicles are only seraph pulled or pushed

Freakyuser396 , Oct 5th 2025 at 1:46 PM

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.

 

StatsBloke, Oct 5th 2025 at 10:16 AM

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]

Joshmilkplease, Oct 5th 2025 at 12:20 AM

Are you able to use them with elk? It dosent say anything about that but idk i was just thinking.

 

Mansen, Oct 3rd 2025 at 11:29 AM

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.

Mallina, Oct 2nd 2025 at 10:45 AM

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!

Freakyuser396 , Oct 1st 2025 at 6:15 PM

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.

Mallina, Oct 1st 2025 at 6:04 PM

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

Kaldo, Sep 27th 2025 at 9:48 PM (modified Sep 28th 2025 at 9:49 AM)

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

Freakyuser396 , Sep 24th 2025 at 7:18 AM

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)

Freakyuser396 , Sep 24th 2025 at 7:16 AM

Anoriel Which version of Cartwright are you using?

 

Pyro_ixen, Sep 24th 2025 at 1:28 AM (modified Sep 24th 2025 at 1:52 AM)

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

Anoriel, Sep 22nd 2025 at 11:42 PM

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

Freakyuser396 , Sep 22nd 2025 at 8:58 PM

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.

Freakyuser396 , Sep 22nd 2025 at 8:56 PM

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

Taxseasonisover, Sep 21st 2025 at 6:49 PM

cant seem to add the grips to the sled in 1.21.1, not sure what I am doing wrong. 

 

rayray, Sep 21st 2025 at 2:59 AM

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 

El_Neuman, Sep 19th 2025 at 7:11 AM

Love it, love it, love it forever, on of the best mods ever <3

MischievousCloud, Sep 18th 2025 at 11:45 PM

Thanks Freakyuser396 thats good to know! I just hope the rest of the mods on the server will play nice with 1.21.1

osayra, Sep 18th 2025 at 11:28 PM

Freakyuser396 oh it wasn't working when I was trying to place a chest into the cart, maybe I was doing something wrong

Freakyuser396 , Sep 18th 2025 at 6:35 PM

C4BR3R4 Thank you very much, will add it to the next release.

Freakyuser396 , Sep 18th 2025 at 6:34 PM

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.

Freakyuser396 , Sep 18th 2025 at 6:29 PM (modified Sep 18th 2025 at 6:30 PM)

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)

C4BR3R4, Sep 18th 2025 at 6:28 PM

Hi Freakyuser396, i updated translation es-es to v1.7.2

Freakyuser396 , Sep 18th 2025 at 6:18 PM

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

Freakyuser396 , Sep 18th 2025 at 6:12 PM

HONKCLUWNE ooh nice Idea, I´ll have to look into that 

MischievousCloud, Sep 18th 2025 at 12:31 PM (modified Sep 18th 2025 at 12:44 PM)

Why is this not compatible with 1.21? and ONLY for 1.21.1?

osayra, Sep 18th 2025 at 5:39 AM (modified Sep 18th 2025 at 5:40 AM)

love this !! I hope you add passenger travel eventually, and carry on support if that's even possible

HONKCLUWNE, Sep 18th 2025 at 4:26 AM

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. 

Freakyuser396 , Sep 17th 2025 at 1:24 PM

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.

Keltskiy, Sep 17th 2025 at 1:13 PM

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.

Jgjenno, Sep 17th 2025 at 7:43 AM

cannot craft the marketstall wheels for some reason

RemoteSsh, Sep 16th 2025 at 9:39 PM

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

Freakyuser396 , Sep 16th 2025 at 3:46 PM

Keltskiy Have you updated to Cartwright 1.7.1?
I added new Wheel items in that version

Freakyuser396 , Sep 16th 2025 at 3:44 PM

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.

NotTheSolaire, Sep 16th 2025 at 2:11 PM

does this work with 1.21.0

 

Keltskiy, Sep 15th 2025 at 10:37 PM

I can't find the crafting recipie for Wagon wheels?

MrJewsbury, Sep 14th 2025 at 8:09 PM

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?

DejVIIK, Sep 14th 2025 at 10:34 AM

Nice to meet you,

Please add a Czech translation to Crowdin.

Thank you very much for your willingness and your time.

Codemonkey03, Sep 14th 2025 at 5:23 AM

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. 

PureWinter, Sep 14th 2025 at 4:37 AM

disputedname We knooooooow. 🥲🤣

Calvinist, Sep 14th 2025 at 1:49 AM

would be really interesting to see horse pulled carriages with passengers 😁

Guimoute, Sep 14th 2025 at 12:04 AM

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). 

Freakyuser396 , Sep 13th 2025 at 11:44 PM

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.

Young_Cabbage, Sep 13th 2025 at 11:27 PM

YAY!

Checkraze, Sep 13th 2025 at 11:13 PM

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

Dracdracono, Sep 13th 2025 at 9:27 PM

does it work in 1.21.0?

Freakyuser396 , Sep 13th 2025 at 6:49 PM

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.

Freakyuser396 , Sep 13th 2025 at 6:41 PM

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.

 

Makishal, Sep 13th 2025 at 6:28 PM

 I think this is my favourite mod, The cart's are so beautiful! Got it working in singleplayer, so far so good!

WoodyBLike, Sep 13th 2025 at 5:33 PM

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?

Reaven, Sep 9th 2025 at 6:02 PM (modified Sep 9th 2025 at 7:36 PM)

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.

Freakyuser396 , Sep 9th 2025 at 4:06 PM

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.

RootieTootie, Sep 6th 2025 at 5:00 PM

is this mod compatiable with Equus: Wild Horses - Vintage Story Mod DB ? / are their plans to make the carts compatiable with other mount mods?

Freakyuser396 , Sep 3rd 2025 at 9:46 PM

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.

Fennekku, Sep 3rd 2025 at 8:42 AM

 excited for the update, hope its been well!

Inmortuae, Sep 1st 2025 at 3:35 AM

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

 

Freakyuser396 , Aug 27th 2025 at 8:41 AM

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!

pimblokto, Aug 27th 2025 at 5:17 AM

Amarillo Where's the medallion slot?

Illio, Aug 26th 2025 at 7:37 PM

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. 

Paddington03, Aug 20th 2025 at 8:32 PM

Im so looking forward to Elk drawn carts

Can we get compatibility for decor bazaar storages?

Valkyrja, Aug 15th 2025 at 8:43 PM

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. 😅

El_Neuman, Aug 15th 2025 at 5:43 PM

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

Freakyuser396 , Aug 14th 2025 at 8:21 PM

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)

Freakyuser396 , Aug 14th 2025 at 8:17 PM

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://mods.vintagestory.at/show/mod/24100

Jalex, Aug 14th 2025 at 10:44 AM

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

Valkyrja, Aug 13th 2025 at 1:24 AM

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.

Freakyuser396 , Aug 12th 2025 at 3:26 PM

GVLT It´s not quite ready, but I am working on updating cartwright for 1.21

GVLT, Aug 12th 2025 at 12:16 PM

Okay, it seems that on 1.21 placing cart from backpack slots just removes the cart.

GVLT, Aug 12th 2025 at 11:27 AM

Does it work with 1.21?

Wingfriend, Aug 10th 2025 at 5:58 PM

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.

Freakyuser396 , Aug 10th 2025 at 10:39 AM

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.

Freakyuser396 , Aug 10th 2025 at 10:34 AM

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)

Wingfriend, Aug 8th 2025 at 8:48 PM

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.

RiceTrispy, Aug 8th 2025 at 8:02 PM

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!

Freakyuser396 , Aug 8th 2025 at 12:31 AM

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)

RiceTrispy, Aug 7th 2025 at 11:15 PM

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!

 

Freakyuser396 , Aug 4th 2025 at 4:32 PM

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

Muggi86, Aug 4th 2025 at 3:47 PM

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. 

This needs to be turned off to work

NerdScurvy, Aug 4th 2025 at 4:58 AM

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

Freakyuser396 , Aug 3rd 2025 at 9:16 PM

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.

racsumsar, Aug 3rd 2025 at 7:06 PM (modified Aug 3rd 2025 at 7:07 PM)

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

Muggi86, Aug 3rd 2025 at 6:46 PM (modified Aug 3rd 2025 at 6:59 PM)

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.

Freakyuser396 , Aug 3rd 2025 at 3:58 PM

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?

Freakyuser396 , Aug 3rd 2025 at 3:41 PM

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.

Muggi86, Aug 3rd 2025 at 11:34 AM

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?

racsumsar, Aug 3rd 2025 at 10:22 AM

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

Flint_N_Steel, Aug 2nd 2025 at 12:34 AM

Freakyuser396 this mod is so cool, thank you!

Freakyuser396 , Jul 25th 2025 at 6:51 PM

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.

Freakyuser396 , Jul 25th 2025 at 6:44 PM

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.

Freakyuser396 , Jul 25th 2025 at 6:41 PM

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).

 

EpicSparta117, Jul 24th 2025 at 3:51 PM

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?

Cabrit4, Jul 20th 2025 at 9:43 PM

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.

Aeindal, Jul 20th 2025 at 1:13 PM

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?

 

Freakyuser396 , Jul 16th 2025 at 5:31 PM

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.

Freakyuser396 , Jul 16th 2025 at 5:03 PM

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.

Freakyuser396 , Jul 16th 2025 at 5:01 PM

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.

PrinceShuu, Jul 14th 2025 at 7:28 PM

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!

Cabrit4, Jul 14th 2025 at 5:11 PM

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! 💯🤠🙌

Marlim, Jul 13th 2025 at 1:08 AM

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

Freakyuser396 , Jul 4th 2025 at 8:27 PM

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).

 

Silverfang, Jun 30th 2025 at 11:29 PM

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. 😁

Adenor, Jun 7th 2025 at 10:35 PM

Freakyuser396 I have no idea how to do that, lol.

IsaBachir, Jun 7th 2025 at 6:06 PM

Freakyuser396 ty for reply, hopefully itll be a thing at some point, very excited for the whole mod

Freakyuser396 , Jun 6th 2025 at 8:51 PM

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

IsaBachir, Jun 6th 2025 at 6:51 PM

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

Freakyuser396 , Jun 6th 2025 at 2:14 PM

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.

Adenor, Jun 5th 2025 at 7:28 PM

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?

C4BR3R4, May 30th 2025 at 10:40 PM

Freakyuser396 Of course, it's not that serious.

Freakyuser396 , May 30th 2025 at 9:23 PM

C4BR3R4 I haven´t seen any errors, I assume it´s save to just update that with the next normal release right?

C4BR3R4, May 30th 2025 at 9:06 PM

Freakyuser396
Language file es-es.json updated: the key for line 4 should not have been there.

Freakyuser396 , May 28th 2025 at 4:28 PM

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.

HanleyS, May 28th 2025 at 8:30 AM

Mod I mentioned before, https://mods.vintagestory.at/equus 

HanleyS, May 24th 2025 at 11:09 AM

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!

Freakyuser396 , May 24th 2025 at 10:23 AM

C4BR3R4 Thank you very much,
And oh wow, love the additional Selectionblock Info and colors, I gotta add that to english as well

C4BR3R4, May 23rd 2025 at 11:07 AM

Hi Freakyuser396,

I translated mod to Spain Spanish (es-es) and you could integrate it into your mod directly.

I have also added the following strings to translate the hitbox information being looked at:

 

 

PD: The mod ‘Traducción_ESP’ does not translate it in Spanish Spain, it is only in Latin Spanish.

Freakyuser396 , Apr 28th 2025 at 3:24 PM

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

Freakyuser396 , Apr 28th 2025 at 3:06 PM

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.

Thalius, Apr 28th 2025 at 3:02 PM

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.

Freakyuser396 , Apr 28th 2025 at 1:18 PM

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"

AmyDestroyer, Apr 27th 2025 at 8:30 PM

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?

grintera, Apr 27th 2025 at 5:08 PM

I'd like very much to politely kiss you in the mouth. You just one of my top 5 favorite mods.

Freakyuser396 , Apr 16th 2025 at 1:51 PM

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)

OctaMagOS, Apr 15th 2025 at 9:30 PM

Freakyuser396 Ths issue seems to yhave resolved itself after restarting our server. (playing on a self hosted dedicated server)

TragicPoro, Apr 15th 2025 at 6:36 PM

There's a problem with the mod right now, when i was about to move my sled, it said i need a saddle 

 

Freakyuser396 , Apr 15th 2025 at 6:38 AM

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?

OctaMagOS, Apr 15th 2025 at 6:00 AM

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?

Freakyuser396 , Apr 6th 2025 at 11:04 PM

Qwerdo Thanks for the report, I´ll look into that before the next release.

Qwerdo, Apr 5th 2025 at 9:16 PM

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

Freakyuser396 , Apr 1st 2025 at 5:58 PM

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.

FourEyedMutt, Apr 1st 2025 at 5:30 PM

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?

Freakyuser396 , Mar 30th 2025 at 8:00 PM

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

Freakyuser396 , Mar 30th 2025 at 7:49 PM

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"

Calbain, Mar 30th 2025 at 2:16 PM

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?

Valkyrja, Mar 27th 2025 at 3:54 AM

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

Freakyuser396 , Mar 24th 2025 at 8:01 PM

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.

KarmaAvec1C, Mar 24th 2025 at 10:18 AM

I cannot kill a caravn for some reason, i dealt a lot of damage now i cant deal any more and it stays there :/

ChristsRisen, Mar 23rd 2025 at 1:34 AM

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.

BoardingBulb, Mar 21st 2025 at 9:21 PM

It would be cool if wolfs could pull the sleds in the future

Sad_yst, Mar 19th 2025 at 11:41 PM

thank you! looking forward to it then :)

 

Freakyuser396 , Mar 18th 2025 at 11:24 AM

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.)

Taeo, Mar 18th 2025 at 1:51 AM

I'd rather my cart make clip clop noises than my elk be completely silent. Any way to make which sound mounts make configurable?

ChristsRisen, Mar 17th 2025 at 12:02 AM

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

Sad_yst, Mar 16th 2025 at 5:20 PM

is it possible to pull the cart with an elk?/while riding an elk?

 

Freakyuser396 , Mar 15th 2025 at 2:28 PM

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.

Amarillo, Mar 15th 2025 at 2:05 PM

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

malhelm, Mar 15th 2025 at 3:15 AM

thank you very much!

Freakyuser396 , Mar 15th 2025 at 3:03 AM

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

malhelm, Mar 15th 2025 at 2:53 AM

its the second but how do i place it?

Freakyuser396 , Mar 15th 2025 at 2:49 AM

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.

malhelm, Mar 15th 2025 at 2:41 AM

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.

Cuddly_Khan, Mar 15th 2025 at 1:51 AM

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

propaneko, Mar 15th 2025 at 1:20 AM

You can remove it fully by clicking on the link on the version and then delete Freakyuser396

Freakyuser396 , Mar 15th 2025 at 12:52 AM

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

Freakyuser396 , Mar 15th 2025 at 12:16 AM

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. 

A_Whisper, Mar 14th 2025 at 10:51 PM

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!

Amarillo, Mar 14th 2025 at 9:57 AM

Amazing mod! for some reason when I craft the cart and drop it to world it dont have any interaction. I cant attach anything...

stormtrooper_34, Mar 14th 2025 at 9:44 AM

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

scamper, Mar 14th 2025 at 12:05 AM

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

 

Mollycoddle, Mar 13th 2025 at 11:59 PM

Could you make a version of the sled recipe that doesn't need post-metal resources, given that sleds are pretty stone-age.

ChristsRisen, Mar 13th 2025 at 5:14 PM

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

OddMess, Mar 13th 2025 at 1:29 PM

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.

Freakyuser396 , Mar 13th 2025 at 12:59 PM

JonR Thank you, Currently working on a fix, everything apart from the texture warnings is already ready to be pushed as an update

JonR, Mar 13th 2025 at 11:54 AM

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!

Freakyuser396 , Mar 13th 2025 at 10:56 AM

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.

 

itselre, Mar 13th 2025 at 8:55 AM

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.

Rakshasa, Mar 13th 2025 at 4:37 AM

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!

Tazai, Mar 13th 2025 at 4:36 AM

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!

ChristsRisen, Mar 13th 2025 at 4:04 AM

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. 

Freakyuser396 , Mar 12th 2025 at 6:30 PM

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.

itselre, Mar 12th 2025 at 9:25 AM

Amazing mod! How do you pick carts or destroy them quickly?

Freakyuser396 , Mar 11th 2025 at 11:54 PM

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

Cainy, Mar 11th 2025 at 11:17 PM

I am either stupid, or attempting to make the narrow cart does not work as it shares the recipe with the sled.

Heavy_Mettaloid, Mar 11th 2025 at 10:12 PM

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.

XurxoMF, Mar 11th 2025 at 9:04 PM

I've not tried it yet, but tis mod looks amazing. I'll give it a try soon.

Kyrios34, Mar 11th 2025 at 4:52 PM

Solid man , thank you , working good now

Freakyuser396 , Mar 11th 2025 at 3:57 PM

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

Heavy_Mettaloid, Mar 11th 2025 at 3:11 PM

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.

DarkThoughts, Mar 11th 2025 at 12:11 PM

Are market stalls meant to say LESS storage (than the carts)?

Nyklone, Mar 11th 2025 at 11:52 AM

Well you got yourself a fan! I cant wait to build a cart and go in to the blue

 

Freakyuser396 , Mar 11th 2025 at 8:07 AM

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.

NomadicPirate, Mar 11th 2025 at 7:04 AM

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'

swim: {
animation: "Swim",
animationSpeed: 1,
movespeed: 0.02,
weight: 10,
blendMode: "Average",
riderAnim: {
animation: "walk",
animationSpeed: 1,
weight: 1,
withFpVariant: true,
blendMode: "Average", 
elementWeight: {
"LowerTorso": 80,
"UpperTorso": 80,
"UpperFootR": 80,
"UpperFootL": 80,
"LowerFootR": 80,
"LowerFootL": 80
},
elementBlendMode: {
"LowerTorso": "Average",
"UpperTorso": "Average",
"UpperFootR": "Average",
"UpperFootL": "Average",
"LowerFootR": "Average",
"LowerFootL": "Average"
}
}
}
Kyrios34, Mar 11th 2025 at 5:30 AM

yeah same error as DataMosh actually

DataMosh, Mar 11th 2025 at 5:23 AM

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

Kyrios34, Mar 11th 2025 at 5:00 AM

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

Pvtbones, Mar 11th 2025 at 4:17 AM

This is so awesomely cool!

LiothTheBrave, Mar 10th 2025 at 11:25 PM

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!

RIVVION, Mar 10th 2025 at 9:54 PM

Massive efforts deserving of massive praise.
Keep up the good work!

Xelonie, Mar 10th 2025 at 9:43 PM

This is very cool, love it!✨

DuckTape, Mar 10th 2025 at 9:14 PM

omg this is amazimg

DrLulu, Mar 10th 2025 at 9:01 PM

BASED 🤜🤛