RimWorld

RimWorld

508 ratings
Toddlers
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
13.046 MB
18 Dec, 2022 @ 1:34am
12 Jul @ 9:41am
71 Change Notes ( view )
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Toddlers

In 2 collections by cyanobot
Cyanobot Plays 1.5 - Survival Realism
33 items
Original Mods by Cyanobot
10 items
Description
New life stage: Toddler
  • 1- and 2-year-old pawns are no longer completely passive objects
  • toddlers cannot work, but can move around and interact with the world
  • toddlers gain capabilities over time – configurable
  • young toddlers are blocked by doors and can be confined to their cribs, but once they learn to walk they can also open doors and climb out of cribs
  • toddlers can fill their play need on their own for a while, but still need regular adult interaction
  • older toddlers can feed themselves if baby food is left where they can reach it

Improved babies
  • no expectations
  • configurable rate of fall for Play need
  • babies are no longer made of antifreeze – configurable
  • make baby clothes to protect your babies and toddlers from the elements

Full documentation is provided here[docs.google.com]

FAQ
Growth Vats?
Toddlers can be grown in growth vats. They will improve at walking and manipulation (but not as fast, proportionally to their accelerated growth, as they would outside the vat). This is in addition to the normal effects of the vat.
Adding to existing saves
If you have no pawns aged 1 or 2 years old, you do not have to do anything special. The mod will take effect automatically when babies hit 1 year old.

If you have 1- and 2- year olds, they will automatically turn into toddlers but they will not automatically receive the "learning to walk"/"learning manipulation" hediffs. To fix this:
  1. Turn on Development Mode from the main menu.
  2. You should see a row of new icons at the top of the screen. Choose Open Debug Actions Menu
  3. In the search bar in the top left, type "toddler" (no quotation marks) to find the option "T: Reset Toddler Hediffs". Click on it.
  4. While your mouse has the text "T: Reset Toddler Hediffs" next to it, click on all the toddlers that need the new hediffs. They can be a bit difficult to target. If you're having difficulty, try and catch them sleeping or otherwise not moving.
  5. Note that toddlers older than about 2-and-2-quadrums may not have/need the hediffs as they've already finished learning both capacities.

Compatibility
  • Facial Animation – compatible!
  • More Than Capable -- MTC allows toddlers to equip (but seemingly not use) weapons, but otherwise appears compatible, let me know if you find issues
  • Dubs Bad Hygiene -- compatible, working on further integration
  • Celsius - known issues, the logic around moving toddlers to safe temperatures is confused by Celsius. You may or may not be able to get it working through careful use of allowed zones. A compatibility patch is on the to do list.
  • Roofless Hulls reported INCOMPATIBLE
  • Humanoid Alien Races -- effectively in beta! please do try it out and give feedback
  • CONFLICT with Realistic Human Sounds blocking the toddler life stage. Put Toddlers below RHS in the load order (may not fix all issues) or do not use them together at this time. Compatibility fix is planned.
    For full notes see discussion here

With thanks to:
  • wep of wepfont.com for Atmospheric font
  • Dress Patients and Injured Carry for inspiration/example code that helped me get the dress toddler and carry toddler interactions working
  • erdelf of Humanoid Alien Races for taking a request to modify their code to make it easier for me to hook into
  • llunak for code contributions

Links:
[github.com]
[cyanobotcodes.tumblr.com]
[ko-fi.com]
Popular Discussions View All (4)
124
27 Jun @ 3:13am
PINNED: Bug Reports
cyanobot
10
23 Jan @ 3:10am
(1.4) HAR Compatibility
cyanobot
2
29 Sep, 2024 @ 9:36am
PINNED: Take Baby To Safety
cyanobot
514 Comments
Sephira jo 2 hours ago 
I'm so happy you updated! Trust me this will be getting tested when I load up the game later today. :D I've been having to manually check all my mod updates but it's worth it for this. Toddlers is an AMAZING mod and I love it to bits. It adds so much life to the game and I love having them run around the base/village
cyanobot  [author] 4 hours ago 
1.6 update (release version) is live!

Please be aware that the HAR compatibility has only been extremely lightly tested for 1.6. Full testing is on my to do list but won't be immediate.

Thanks everyone for the patience and for the continued feedback!
cyanobot  [author] 8 hours ago 
@Aurriana (and others who have shared compliments) - thank you!

@deltaplays010
Odyssey compat will be a second update, or multiple, after base 1.6 compat is done (which is nearly there, wooo!).

It'll be a little while because I'm prioritising finishing updating my other mods to 1.6 first. Odyssey patches for some of my other mods may also be higher priority if they actually break with Odyssey, rather than just wanting new features.

Vacsuits for babies is definitely going to be a thing. Vacuum-safe crib also sounds like a great idea, but will probably take more work (and therefore more time). I'll make other decisions after I've played about with Odyssey for a bit - but suggestions are always welcome!
deltaplays010 8 hours ago 
when you add the 1.6 update, it would be interesting to see clothing and items for children in space, like vacsuits for babies or cribs that protect the child from the vacuum (kinda like SoS2 spacer crib), and maybe even a new play type where children in space with propper clothin walk out the ship and just float around in space
Aurrianna 10 hours ago 
this mod adds such a wonderful stage to the babies/children. playing without it shows how 'lifeless" the infants are until grown. thank you for creating it
cyanobot  [author] 10 hours ago 
@sevenfortyfour
Ah! I had not even considered what would happen if they aged up - yeah I'll patch that.

@1340815253
Yes absolutely, but Odyssey-specific patches will be after getting all my stuff updated to 1.6. ^_^
1340815253 11 hours ago 
Can add a vacuum suit to the baby? I want to see them go on a spacewalk.
sevenfortyfour 21 hours ago 
To clarify wrt the refugee baby crash (I ran out of characters on the prior message), that pawn continues to only wander that small area even when they reach childhood or adulthood, stopping to go eat or sleep, and then returning to wander that same area.
cyanobot  [author] 23 hours ago 
@sevenfortyfour
I may have forgotten to set the frequency of the undressing state back to a sane value after testing. Whoops. Should be fixed in the most recent commit.

I'll take a look at the refugee crash. That's not too far off the intended behaviour (although they should probably attempt to play, too), but if it's a small enough area to look and feel weird it does want taking a look at.

Crying and giggling should be equal rates at precisely 50% happiness. Crying is meant to be more common at low happiness than giggling is at high happiness, but I'll fiddle with the curve a bit because it may be increasing too sharply at only-a-bit-less-than 50% atm. (Hasn't changed from 1.5 as far as I can tell, but I think you're right about the tuning not being quite right.)

Thanks so much for taking the time to give feedback.
sevenfortyfour 23 hours ago 
Great mod, gives an extra level of micromanagement. Honestly, should be part of the base game.

I'm running the 1.6 beta version and these are my general observations over the course of an hour or so:

Once they reach 30% learning manipulation hediff (the clumsy tier), toddler pawns are almost constantly going into the undressing mental state, sometimes as soon as an adult dresses them. It used to be in 1.5 that it would occur occasionally, instead of all the time. When they reach the "confident" state this stops, which I would suppose is intended behavior.

If the RefugeePodCrash_Baby event fires, the created pawn will walk to one spot on the map and patrol a very small area and do nothing else but eat or sleep. It's only those pawns that were created via the pod crash event where this occurs, but is easily reproducable.

The crying state also feels more common than giggling than it used to be at moderate happiness. I could also be remembering incorrectly.