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Carts, on the other hand are made of lots of moving parts and were never meant to go much further that a parking lot in front of a shopping centre (I dare anyone to drag one of these through knee-high grass for a few hundred meters and not abandon it half-way through).
If there is anything that I would change, is the "height" of the sled's inventory grid - for the purpose of traveling on uneven, overgrown terrain (often running blind) it should load much less "goods".
But yes, you're right in a way Qwar, I think we can all agree that this is one of the recipes that are presumably very rarely used. It's not just that the ingredients are bulky, I think it also has to do with the fact that they aren't reusable for anything. When you need to prioritize survival, carrying them around for the very off chance that you'll collect them all is really low on the list of what to pack. However I don't believe making them more common is the answer, and I agree with Kaaven on the reasoning behind their low durability. I can't really come up with a better answer for this, so I think I'd rather leave things as they are. An ultra rare and difficult to craft recipe isn't a bad thing by itself, in my book.
That's because a kiddypack will project above the top of the sled or travoice. As you fill up the kiddypack or backpack it will tend to want to fall over on its side (from the weight of material inside) taking up more room in the sled.
I had a good idea for a carrier when I first started playing this game. That was to take the rollers off the shopping carts, and substitute bicycle tires for them. Bike tires would get less debris in their innards, because the innards would be higher above mud level. The vehicle would also be much easier to pull than either a sled or travoice.
On building a shopping cart, it's much more trouble than it's worth. I've never attempted it, and can't see a good reason to do so now. If I find a sled anywhere near 50% I'll empty my travoice out instantly, and use it. That 50% useful means it's good for a lifetime (for my players).
As for the Mechanic skill in all of this - it allows the building of the Travois, which is extremely useful. I personally, did managed to build up both shopping and box carts - mostly due to actually being set to do so. But the main usefulness comes not from building a new one from grounds up, but from the ability to fix the one already possessed.
If one has both the mechanic skill and one of the carts (and tool) one can put those into the crafting (as if to de-craft it) to check which part is giving up. Doing that at around 30% should give one enough time to find the spares for the parts that need to be switched (usually the wheels). Without the mechanic skill one cannot do that kind of review, and is destined to drive that thing till the moment it bursts into pile of junk.
Not saying it is the most useful thing ever, mind you (it barely makes mechanic more useful at all), but it is the right way to use that particular ability, IMHO.
My thought is that pulling a sled or travoice would be much less tiring than pushing any type of cart. My further thought is that a big shopping cart, full to overflowing, would be next to impossible to push at all. Its wheel loading would be so high, the wheels would probably be totally submerged in ordinary mud.
Sleds and travoice have no wheel loading, because they have no wheels. The whole base of the vehicle is the load bearing element. So, a sled would practically float over 6 inches of snow that would bring a cart to a complete stop.
In other words my char feels ligther if he's dragging around a sled with some backpacks on it. wtf.
Example: You are carrying a backpack filled with junk that weights 50kg. That, along with your other equipment pushes you beyond the threshold of being burdened. Equipping a sled will add +50 kg to your carrying limit, counter-balancing the weight of the backpack and making you not burdened again. It does not matter if the heavy bag is on you or on the sled.