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SimpleBabyCarry

[b]SIMPLE BABY CARRY[/b] As previewed in the Biotech DLC menu now your colonists (adults and children) with childcare work can carry babies in a cloth sling, industrial carrier or tribal sling while they work, fight and go about their day (without vanilla autodropping it) - and both have thoughts about it. You can carry the baby also without any of the carry apparel. [b]Features (Quick overview)[/b] [img]https://images.steamusercontent.com/ugc/17066966921953292247/E67721156C6C0DF2B053EFD15F1C5D7DC5D08417/[/img] [img]https://images.steamusercontent.com/ugc/15577518461438962548/3E753F7B41136A62FDA2267DBD79B6AF449E0B4D/[/img] [img]https://images.steamusercontent.com/ugc/12810977560272052956/CA83340D6D073543757F5EEE3ACF96E3F28396FD/[/img] [img]https://images.steamusercontent.com/ugc/11290160578555824865/7D78A1BFB4E6ED9B0FABCB4CBE28B1A6914A3EB6/[/img] [img]https://images.steamusercontent.com/ugc/16258254972083321529/5067B34B20C48986ECF7A620DB86CDC4EF42E66C/[/img] [img]https://images.steamusercontent.com/ugc/10866685036945855790/8161890BF14C3684BD88E8070BBF1FC882DCFE81/[/img] [img]https://images.steamusercontent.com/ugc/12151700481465363064/037EB70C0E36009B2ED5E09C1E7AF9F4B058E2E1/[/img] [b]Features (Details)[/b] [list] [*] [b]Carrying baby without vanilla dropping it[/b] - right-click any colony baby to assign a carrier; works for adults and colony children [*] [b]6 baby carry apparel types[/b] - Cloth Sling, Industrial Carrier and Tribal Sling across tech levels, plus kid-sized variants for colony children [*] [b]No move-speed penalty[/b] - carrier's hands stay free; with carry apparel there is also no work speed penalty and weapon use (ranged & melee) is unrestricted. Without apparel: reduced work speed and weapons disabled [*] [b]Weapon use requires carry apparel[/b] - without a sling or carrier, ranged and melee gizmos are disabled (shown with a red tooltip). Equip any carry apparel to fight normally while holding the baby [*] [b]Feed while carrying[/b] - breastfeed or hand-feed without putting the baby down [*] [b]Transfer to another colonist[/b] - hand off to any player colonist directly without dropping [*] [b]Auto drop & re-pickup[/b] - baby is placed down for sleep, swimming, crafting, tending, arrest, recreation etc. and picked back up automatically; also dropped for tending when injured and a doctor is available - parent carriers and drafted carriers hold on while hostiles are nearby; tending fires automatically after the danger clears or the carrier is undrafted [*] [b]Auto childcare[/b] - carrier feeds the baby as needed (Childcare work type required); carriers can play with the baby to boost mood; babies nap on the carrier to restore rest; crib placement is player-controlled via gizmo [*] [b]Adrenaline system[/b] - fleeing carriers get +0.35 move speed and +5% melee dodge; parents get an extra bonus on top [*] [b]Damage & environmental exposure[/b] - baby always shares the adult carrier's hazards: toxic fallout, fire and extinguish all affect them too; combat hits trigger a chance-based Protective Reflex (carrier takes +15 % extra, baby protected) or a fraction transfer; non-adult carriers (children) are excluded from damage transfer [*] [b]Auto-pickup toggle[/b] - enable or disable automatic re-pickup after a drop in mod settings [*] [b]Mood thoughts[/b] - carrier and baby both react to events, weather and danger [/list] [hr] [b]Carry Apparel[/b] [list] [*] [b]Cloth Baby Sling[/b] - no research / light & quick [*] [b]Tribal Baby Sling[/b] - no research / sturdier, better armor [*] [b]Baby Carrier[/b] - Industrial / ComplexClothing research / best protection / covers Torso + Shoulders [*] [b]Kid's Cloth Baby Sling[/b] - no research [*] [b]Kid's Tribal Baby Sling[/b] - no research [*] [b]Kid's Baby Carrier[/b] - ComplexClothing research [/list] All three (and kid-sized variants) reduce the damage fraction reaching the baby. Wearing any carry apparel also enables full weapon use (ranged & melee) during carry. [hr] [b]Mood Thoughts - Carrier[/b] [list] [*] [b]Positive:[/b] Carrying my son/daughter (+5), Helping with childcare (+3), Baby fell asleep (+3), Adrenaline protecting child (+6) [*] [b]Negative:[/b] Protecting the baby (-4), Sore from carrying (-3, stackable), Can't drop them now (-6), Exhausted after protecting (-2) [/list] [b]Mood Thoughts - Carried Baby[/b] [list] [*] [b]Positive:[/b] Carried by Mom/Dad (+5), Carried by anyone (+3), Warm and cozy (+2), Refreshing rain (+1) [*] [b]Negative:[/b] Scary noise (-2), Wet and cold (-2), Got hurt (-10), Seriously hurt (-25) [/list] [hr] [b]Damage System[/b] Carrying a baby in combat is a real risk. When the carrier gets hit the baby is [b]always[/b] affected too - they share the same dangers. [b]What reaches the baby?[/b] [list] [*] [b]Combat hits[/b] (melee, ranged, explosions, fire): Protective Reflex kicks in first - if it fails a fraction of the damage bleeds through [*] [b]Toxic gas, frostbite and similar hazards[/b]: forwarded 1:1 [*] [b]Fire extinguish[/b]: forwarded 1:1 - the baby's flames are put out too [*] [b]Toxic fallout / Noxious Haze[/b]: baby accumulates toxins at the same rate as the carrier [/list] [b]Protective Reflex - combat hits only[/b] On every combat hit there is a chance the carrier instinctively turns to shield the baby. If it triggers: the [b]carrier absorbs +15 % more damage[/b] and the [b]baby takes nothing[/b]. The higher parent reflex represents a biological drive to protect their own child at personal cost. [hr] [b]Credits[/b] Special thanks to **Pumpkinlass** for contributing the art assets for this mod. The carry apparel, gizmo and workshop page textures are their work - they bring the whole thing to life. The face mod used in all workshop images is [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3302079637]"Nice Facial Animation"[/url]. The hair horns and outfits are drawn by **Pumpkinlass**. [hr] [b]Requirements[/b] [list] [*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2009463077]Harmony[/url] - must load before this mod [*] [b]Biotech DLC[/b] [/list] [b]Compatibility[/b] [list] [*] RimWorld 1.6 [*] Safe to add or remove mid-game [*] No special load order beyond Harmony, Core and DLCs [*] Support: HAR (Humanoid Alien Races), Yayo's Animation, Dub's Bad Hygiene, Pick up and Haul, Vehicle Framework, RimTalk (Toddlers Expansion) [/list] [hr] [b]Bug Reports[/b] Please include a short description, reproduction steps and your Player.log or HugsLib log in the comments or discussions. [hr] [b]Languages[/b] English, German, Russian, French Japanese, Korean (both added by uwu1004) - more on request. [b]Licensing & Legal[/b] Copyright © 2026 b4ttl3m3d - All rights reserved. Allowed: Adding to Steam collections Not allowed: Reuploading - External redistributions - Off-site mod packs - Commercial use - Asset or code reuse without permission Contact the author before reusing any part of this mod. Fan-made project - not affiliated with Ludeon Studios. [url=https://store.steampowered.com/eula/294100_eula_1]RimWorld EULA[/url] [hr] [b]Support & Donations[/b] If you would like to support the project: [url=https%3A%2F%2Fko-fi.com%2Fb4ttl3m3d][img]https://storage.ko-fi.com/cdn/kofi1.png[/img][/url][ko-fi.com] [url=https%3A%2F%2Fwww.patreon.com%2Fc%2FB4ttl3m3d][img]https://c5.patreon.com/external/logo/become_a_patron_button.png[/img][/url][www.patreon.com] Donations are completely voluntary and do not grant access to additional content or features. They are simply a way to support ongoing free development.