Topic: Cethegus sledwagon reborn  (Read 913 times)


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« on: July 24, 2020, 05:55:23 AM »
Hauling logs around is such a pain when you're building a cabin. I put together a retooled version of Cethegus's sledwagon from the old forum, so now it uses a loading mechanism inspired by Privateer's quiver mod.

Due to the nature of single-product crafting recipes, unloading cargo would destroy the sledwagon in the original mod. Privateer's quiver mod temporarily turns arrows into fish so they can be put into a container. Normally, items placed in a container cannot be recovered from the inventory, so another crafting recipe is needed to produce items by weight from the container's contents.

I applied the same concept to the sledwagon, effectively making it a glorified tub instead of a boat. Its standalone weight is 25 lbs (which seems to be the maximum property for the base object). Since logs are generally too heavy to lift, the recipe for loading cargo converts logs into a token 5% of the original weight (from 400 to 20 lbs). I've set the sledwagon's carrying capacity to 240 lbs which should be enough to return 2 walls' worth of logs. If your bull is capable of carrying a 500-pound tree trunk, this mod will let you load it up with cargo worth at least 24 logs at a time, which is ridiculously overpowered but convenient when you're committed to clearcutting a map tile for a farm. Be kind to your beasts of burden and spread the load if you can. Also, feel free to adjust the weights to your liking.

Unloading has a 1-minute preparation time to put logs on the ground. You must be able to lift the sledwagon in order to unload logs. I recommend reducing the container capacity and maximum batch/patch count if your character has a low encumbrance threshold.

I've provided alternate sprites for the sledwagon you can use depending on the season: skis for winter and wheels for summer. Changing the TILEGFX parameter from sledge to sledge1 will make stacking look a bit wonky since they'll be considered distinct enough to separate, so I recommend simply swapping the file name in your truetile folder.

Copy to DIY file:
Code: [Select]
.Sledwagon. "Wooden tub" *TIMBERCRAFT* /1h/ [effort:3] [phys:arms,stance] [assist:3] |-2| [noquality]
{Board} (8) [remove] [ground] '+for frame and skis'
{Block of wood} (4) [remove] [ground] [optional] '+for summertime wheels'
{Axe} <Carving axe> '+for shaping'
{Rope} =150= [remove] +'for securing loads'

.Load cargo. "Roach" *COMMON* /10/ [patch:12] [effort:3] [phys:arms,stance] [assist:3] [noquality]
{Sledwagon*} [ground] 'stand near sledwagon'
{Log} [remove] [ground] [patchwise] [name:%s cargo] [naming:original]

.Unload logs. "Log" *COMMON* /5/ \1\ [patch:12] [effort:3] [phys:arms,stance] [assist:3] [noquality]
{Sledwagon of log cargo} #20# [remove] [patchwise]



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« Reply #1 on: July 24, 2020, 07:04:54 AM »
Fantastic mod, I'll definitely try it out! I've often wondered why we didn't have sleds or travois to facilitate hauling stuff around.


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« Reply #2 on: July 24, 2020, 07:40:58 AM »
 I'll be sure to try this out, but in the mean time, It seems like you gave a good deal of thought to making this work realistically/properly in game
and I applause that on it's own. Looks great!
And much better than the gamey minus weight implementation I settled on when I made a cart.
To help is it's own reward.
Mods: Arrow quiver, Bee hives honey & mead, Massive menus, Fish Farmer, Combat trainer, Player made markers, Weaving, Wood stacks, Christmas tree, Chicken coop Fish cuts, string&bone.;area=showposts;sa=attach;u=10


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« Reply #3 on: November 03, 2020, 05:17:26 PM »
how do you move the wagon?
push/ride/pull/ attach to animal?


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« Reply #4 on: November 03, 2020, 09:36:06 PM »
As with any container item, you can:
  • pick it up
  • push it
  • pack it
  • drag it
  • drop it
  • throw it
  • stash stuff in it
The game currently does not support riding or animal-powered pulling.

A pack animal is convenient for carrying a loaded wagon container, but not 100% necessary. Also not 100% necessary is putting cargo tokens immediately into the wagon container. The "unloading" mechanism works by having a filled wagon in your inventory, but you're allowed to pack cargo items by themselves onto an animal. However, it would look more immersive to have the wagon on the ground beside the animal for the loading activity.

Dungeon Smash

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« Reply #5 on: November 06, 2020, 12:00:47 AM »
Wow!!! This is awesome!  Now I can finally make my dreams of a sled-dog team a reality... or rather, an UnReality... :P


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« Reply #6 on: November 08, 2020, 12:52:12 AM »
I think this is a great help. One of the tedious parts of replaying after so many times is the logging for a new stead and house.

For BAC users this is exactly the sort of thing you can put into the few remaining letter slots. Objects once created are stable so after doing all the logging you could free up the diy if you really needed to. This is meant as a support for this mod.