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SimpleBabyCarry

SIMPLE BABY CARRY
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.

Features (Quick overview)

Features (Details)

  • Custom carrying baby without vanilla dropping it - right-click any colony baby to assign a carrier; works for adults and colony children
  • 6 baby carry apparel types - Cloth Sling, Industrial Carrier and Tribal Sling across tech levels, plus kid-sized variants for colony children
  • No move-speed penalty - 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
  • Weapon use requires carry apparel - 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
  • Feed while carrying - breastfeed or hand-feed without putting the baby down
  • Transfer to another colonist - hand off to any player colonist directly without dropping
  • Auto drop & re-pickup - 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
  • Auto childcare - 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; when the carrier goes to sleep the baby is automatically walked to its crib first (floor-drop fallback only when no crib is available); babies lying on the floor or in a crib are picked up autonomously by any available colonist with Childcare enabled
  • Temperature safety - babies can't be dropped in unsafe zones; auto-rescue after 10s exposure; critical alert when babies are in danger (cold/hot/toxic)
  • Adrenaline system - fleeing carriers get +0.35 move speed and +5% melee dodge; parents get an extra bonus on top
  • Damage & environmental exposure - 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
  • Auto-pickup toggle - enable or disable automatic re-pickup after a drop in mod settings
  • Mood thoughts - carrier and baby both react to events, weather and danger

Carry Apparel

  • Cloth Baby Sling - no research / light & quick
  • Tribal Baby Sling - no research / sturdier, better armor
  • Baby Carrier - Industrial / ComplexClothing research / best protection / covers Torso + Shoulders
  • Kid's Cloth Baby Sling - no research
  • Kid's Tribal Baby Sling - no research
  • Kid's Baby Carrier - ComplexClothing research

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.


Mood Thoughts - Carrier

  • Positive: Carrying my son/daughter (+5), Helping with childcare (+3), Baby fell asleep (+3), Adrenaline protecting child (+6)
  • Negative: Protecting the baby (-4), Sore from carrying (-3, stackable), Can't drop them now (-6), Exhausted after protecting (-2)

Mood Thoughts - Carried Baby

  • Positive: Carried by Mom/Dad (+5), Carried by anyone (+3), Warm and cozy (+2), Refreshing rain (+1)
  • Negative: Scary noise (-2), Wet and cold (-2), Got hurt (-10), Seriously hurt (-25)

Damage System

Carrying a baby in combat is a real risk. When the carrier gets hit the baby is always affected too - they share the same dangers.

What reaches the baby?

  • Combat hits (melee, ranged, explosions, fire): Protective Reflex kicks in first - if it fails a fraction of the damage bleeds through
  • Toxic gas, frostbite and similar hazards: forwarded 1:1
  • Fire extinguish: forwarded 1:1 - the baby's flames are put out too
  • Toxic fallout / Noxious Haze: baby accumulates toxins at the same rate as the carrier

Protective Reflex - combat hits only

On every combat hit there is a chance the carrier instinctively turns to shield the baby.
If it triggers: the carrier absorbs +15 % more damage and the baby takes nothing.


Credits

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 "Nice Facial Animation".
The hair horns and outfits are drawn by **Pumpkinlass**.


Requirements

  • Harmony - must load before this mod
  • Biotech DLC

Compatibility

  • 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), Zetrith's Multiplayer

Bug Reports

Please include a short description, reproduction steps and your Player.log or HugsLib log in the comments or discussions.


Languages

English, German, Russian, French, Spanish, Italian
Japanese, Korean (both added by uwu1004)
- more on request.

Licensing & Legal

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. RimWorld EULA


Support & Donations

If you would like to support the project:

[ko-fi.com]

[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.

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