WinterSled
A cargo sled that works like the cart but glides on snow and ice, drags on bare ground, and can be ridden downhill. Tame animals can pull it (Draft Animals, Beasts of Burden, OdinHorse). Seasons/Seasonality aware.Changelog
0.2.5
- Description update only; the mod itself is unchanged. Bugs and ideas can now also go to the chat for my mods, on Discord or Telegram; the GitHub issues page stays.
0.2.4
- Multiplayer: a player sitting on a sled (or in a cart) now shows seated to everyone else too. Before, only the rider saw themselves sitting; the player pulling them and anyone nearby saw them standing in the sled. The game sends other players only some of a character's animation flags, and the sitting pose wasn't among them. Only the players who watch need this version: a rider with an older one shows seated to them too.
- The description has a Bugs section: bugs and ideas go to the GitHub issues page. Its links to the developer notes and the license work on the mod sites too (they pointed to files next to the README).
0.2.3
- Description update only; the mod itself is unchanged. The README and the mod page show screenshots: hauling through the Deep North, riding downhill, the frozen sea with Seasons, and a deer from Draft Animals pulling the sled.
0.2.2
- New sounds: real recordings instead of synthesized noise, and more of them. The runners hiss on snow, plough heavier through Deep North powder, rasp on ice, grind on frozen ground and stone, rumble over wooden floors (their own sound now) and drag through dirt; a rider at speed hears the wind rush past. Each loop is rebuilt from short grains of its recording: the recording's tone, steady, with nothing in it you'd hear repeat. Recordings from Freesound by Nox_Sound, alexarje, Percy Duke, brunoboselli, papimre and FunWithSound (credits and licenses in the README).
- Dirt, frozen ground and stone grind 3.5 dB quieter than the snow's hiss, which they drowned out; at the default
SoundVolumethe sled now sounds about as loud as the vanilla cart on snow and ice, a little quieter on wood and quieter still on earth and stone. - A sled that stops and goes again no longer starts its sound from the same spot each time.
0.2.1
- Description update only; the mod itself is unchanged. Beasts of Burden 1.0.8 is tested with the sled: an animal no longer leaves its hitch settings behind for the next player, and holding Shift (the alternate placement key) while pressing E at the handles lets you take the sled yourself with a tame animal nearby. The README and the mod page say so, and no longer list "the closest tame animal gets hitched rather than you" as a quirk.
0.2.0
- New: draft animals. Tame animals pull the sled with a mod that hitches carts to them, and you can ride in the sled while they do. Draft Animals (boar, deer, wolf): the sled gets the same hitch and driver's bench as the cart; Shift+E at the shafts, then drive from the bench or let the animal follow you. Beasts of Burden (lox, wolf, boar) and OdinHorse (horses) hitch the sled as they do any cart.
- The animal holds the sled: when it slows down or stops, the sled stops behind it instead of gliding on into it (
AnimalHoldBack); on a climb the sled doesn't roll back down, and a team standing on a slope stays put. - On slopes the shafts meet the animal at hip height above the ground under them (
LevelAnimalHitch), for the sled and the vanilla cart alike: the animal mods measure the hitch from the animal's feet, which behind a big animal puts it in the ground downhill and in the air uphill. - On slippery ice (Deep North, and shallow frozen water with Seasons) an animal pulling the sled keeps its footing, as you do (
SureFootedPulling). - An animal keeps its own pace on any ground: the snow-versus-ground trade-off applies to players only for now.
0.1.2
- S kicks back on a sled that has (nearly) stopped, like W forward: one push per press, same stamina. Out of a dead end, away from a wall. At speed S is still the brake.
- Gamepad: riding already took the left stick (analog steering, a flick forward or back to push off or brake), but the riding hint read W/A/S/D; with a gamepad it now shows the stick's directions and the gamepad's jump button.
- Air drag was about five times too strong: a sled coasting on the flat (the frozen sea above all) slowed down as if into a gale. It now coasts much farther. The speed cap above
MaxSpeedis steeper, but the downhill top speed is a little higher than before (about 17 m/s instead of 15-16 on a 28° slope). The setting is renamed toAirResistance(0.12), so a value saved under the oldAirDrag(0.55) no longer applies. - Steadier on bumps: the centre of mass is lower, down by the runners, and a new
Stabilitysetting keeps the sled level with the ground under it (and level in the air, so it lands on its runners). On the test run, where 0.1.1 tipped over on small bumps, it no longer rolled over. - New, and more than the game allows: pulling a sled, you keep your footing on slippery ice. Where the game takes the legs' control away (Deep North ice, and with Seasons frozen water shallower than 4 m) the sled dragged you to a crawl (about 2.5 m/s), and the vanilla cart can't be pulled there at all; now you run at about 6 m/s with the sled, as on other ice. Ice where you keep control anyway (Seasonality's, Seasons' deep sea) is unchanged, glide included. The cart is unchanged.
SureFootedPulling(on by default) turns it off, for vanilla rules.
0.1.1
- The vanilla cart gets a seat too: a passenger's, with no steering or brakes (someone pulls, or it rolls).
CartSeatturns it off. - Getting off (Jump) stands you up in the sled, where you sat, instead of on the ground beside it; you step or jump off from there.
- The cargo stays in sight while someone rides: only the crates under the rider hide, and they hide or show at once.
- Pushing off with W is now a kick per press that costs stamina (
PushImpulse,PushStamina), instead of a steady push that drove the sled across flat ice like a car.PushForceis gone. - A sled left standing is held by static friction (its runners settle into the snow), but no longer on ice, where a bumped sled now slides.
ParkSpeedis nowStaticFrictionSpeed. - Runner sound: it follows the sled's speed smoothly instead of rising and falling with every step, the loops are longer and seamless, and ice is an iron-on-ice scrape instead of a whistle. The wind plays only for a rider.
- The surface on the status icon (and the hauling speed and sound with it) no longer flickers between snow and deep snow.
0.1.0
First release.
- A cargo sled built from the cart (Hammer, Misc, needs a workbench): wooden runners, iron shoes, rope and a fur seat. It carries what the cart carries and is pulled the same way.
- Runner physics per surface: snow, Deep North powder, ice, frozen ground, wood floors, stone and bare ground, each with its own friction and grip. A sled coasts about four times farther on ice than on snow, and drags hard on thawed ground. Parking brake, air drag, a speed limit.
- Hauling: pulling the sled is easy on snow and ice, slower on frozen ground and floors, slow and tiring on bare ground, and slower with load.
- Ride it: sit on it and steer, brake and push off downhill. Any player can ride; the rider takes over the physics of a sled nobody pulls. Hitting something at speed damages the sled and what it hits.
- Snow spray, Deep North powder trails, and synthesized runner sounds for each surface plus wind at speed.
- Wheeled vehicles (the vanilla cart) slow you down in snow (0.8) and powder (0.6);
SlowCartsInSnowturns it off. - Optional support for Seasons (shudnal) and Seasonality (RustyMods): seasonal snow counts as snow, frozen water as ice, and the sled uses
SeasonalRequirements(no iron) while one of them is installed. - Every coefficient is in the config, synced from the server and applied live.
- All the game's languages (Abenaki falls back to English).
