RimWorld

RimWorld

Toddlers
516 Comments
Mezzo 26 minutes ago 
In game it still says 1.5 but imma load it anyway.
If we die, we die.
Zeroaffect 1 hour ago 
Thank you for the update!
Sephira jo 5 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] 8 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] 11 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 11 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 13 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] 14 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 14 hours ago 
Can add a vacuum suit to the baby? I want to see them go on a spacewalk.
sevenfortyfour 11 Jul @ 4:33pm 
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] 11 Jul @ 2:52pm 
@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 11 Jul @ 2:33pm 
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.
cyanobot  [author] 11 Jul @ 6:48am 
Unfortunately life stage is only checked at birthdays, and I'm not aware of a way of reducing the age of a pawn back below 1. It ought to update at age 2.
cyanobot  [author] 11 Jul @ 6:32am 
Ah ha, thank you!

I will look into fixing the compatibility, after the 1.6 update. And I'll make a note now about the load order for other people.
StarOri 11 Jul @ 6:08am 
Hmm, putting Toddlers below realistic human sound seems to also fix the issue, even in my entire modlist! (except for the current baby in the save, but I guess this one is "lost")
So do not bother with this, it's fine, just a thing to know!
StarOri 11 Jul @ 5:38am 
part2

I then reproduced that with a minimalistic modlist, with this order:
Harmony
Vanilla expanded framework
Alpha Genes
Toddlers
Realistic human sound

Without realistic human sound, everything works. With it, no toddlers.

So I guess you should also be able to reproduce that to understand what's going on!
If that's not enough tell me and I will provide logs etc
StarOri 11 Jul @ 5:38am 
Hello!
So this took me a while but I figured it was a conflicting mod, and I just found which one it is! I have 750 mods so it wasn't easy haha
=> realistic human sound :O - 2013191418 (the 1.5 version)

What I've tested: each time I started a new game, I gave a pawn the implanter gene, implanted a second pawn, then using dev tools I set the progression to 100%, so the baby gets "born" immediately. Then finally I used progress life stage.
I confirm in my entire modlist but without realistic human sound babies becomes toddlers. I also tried in my save and it worked too for new babies (sadly not for the one I spent all this time for haha).
cyanobot  [author] 11 Jul @ 3:29am 
@StarOri
Oh, and your modlist please (preferably either in xml - you can find it in Config/ModsConfig.xml in the same place as your Player.log, or an export from RimPy if you use that)
cyanobot  [author] 10 Jul @ 2:20pm 
@Prometheus
Having investigated the growth vat, it seems the only reason I said they don't gain xp was because I believed babies didn't either. I've only added onto the growth vat behaviour, anything it does in vanilla it should still also do, including giving xp to toddlers.
cyanobot  [author] 10 Jul @ 2:17pm 
@StarOri
Curious. Can you send me the gene list and a log file from loading your save game (preferably hugslib)? Worst case scenario I might need to take a look at your save file.

(Also I won't get to it until after the 1.6 update, but I'm making steady progress through that.)
StarOri 10 Jul @ 1:18pm 
Thanks for your quick answer!
I'm on 1.5. The baby does not seem to have any genes impacting its aging, but it's a hybrid with a unique mix of genes due to the way the implanter works.
I'm not using HAR and just tried progress life stage => she became a child directly.
cyanobot  [author] 10 Jul @ 11:55am 
@StarOri
Hi. Are you on 1.5 still or the 1.6 beta? (It's not fully updated yet.)

That's a surprising problem, because the type of pregnancy shouldn't have anything to do with it. Is the baby otherwise human? Not a HAR race?

Do they age slower than a normal baby? Is 1 year 10 days the biological age, or the chronological time?

You can try (I advise saving first) the "T: Progress life stage" dev tool. See if it turns them into a toddler, or straight into a child. That will help me know where the problem might be.
StarOri 10 Jul @ 10:44am 
Hello! I love this mod, been playing since rimworld 1.4.

On my latest playthrough I'm playing with Alpha Genes and especially parasitic stinger implanter: implant a host which will later "chestburst" into a baby.
I've made a baby like this and it's now 1 year and 10 days, still a baby and not a toddler. Looks like there's an issue :'(, I guess you check for normal pregnancies and not mod-weird induced babies?
There's no dev tool to force transform a baby into a toddler?
1340815253 10 Jul @ 6:21am 
1.6 great:steamhappy:
cyanobot  [author] 8 Jul @ 2:23am 
First pass at 1.6 update is available on the GitHub for any super-keen persons who'd like to help me test. I expect there to still be a number of errors -- at time of posting I've tested no further than spawning a toddler in and it not immediately crashing the game.

If you do help out, please be sure to let me know that you're using the pre-release 1.6 version when reporting your errors!
1340815253 6 Jul @ 11:32am 
When Kiiro Race was one year old, their body image was that of a child, but in the Character Editor, their shape was that of a baby. After removing the Toddler, the body image at the age of one is that of a baby.
Perhaps because the original characters can change their body shape textures, for example, adults or children can change them to baby shape textures in the Character Editor. But when Kiiro Race changes its body shape in the Character Editor, the texture does not change, as if the body is a whole at each stage of life.
cyanobot  [author] 26 Jun @ 9:27am 
@Rea
It does not work without Biotech. As far as I know it's not compatible with Babies & Children.

I've not tested so I don't know what will happen if you do run it without Biotech, but I suspect it will not be playable, from how much of the code is written with the assumption that Biotech is present.
Rea 26 Jun @ 5:42am 
does it work without the DLC ?
i havbe the mod babies and children and school and learning
just asking cause chatgpt just said that you works without the DLC but without some option
ty for your reply
Dweebus Rex 23 Jun @ 2:31am 
Thank you so much for this :) I really missed the growth phases and interactions from the old Babies and Children mod. Its' bizarre that this isn't baseline
Sephira jo 18 Jun @ 3:43am 
I'm so happy to read you will be updating to 1.6
cyanobot  [author] 12 Jun @ 1:12pm 
@Zeroaffect
Yes, I will be updating to 1.6. Thanks!
cyanobot  [author] 12 Jun @ 1:12pm 
@Prometheus
Huh, could swear I tested that. I'll put it on the to-do list, thanks for the heads up.
Zeroaffect 12 Jun @ 12:35pm 
@cyanobot plans to update to 1.6? This mod makes raising babies way more fun as they run all around etc.
Prometheus 11 Jun @ 7:07pm 
@cyanobot Not from other mods. It's vanilla BioTech behavior - as tested on my playthrough and even mentioned on the RimWorld wiki in regards to Growth Vats: rimworldwiki.com/wiki/Growth_vat
cyanobot  [author] 11 Jun @ 11:09am 
@tl_kj
The toddler life stage tries to get the picture automatically from the baby lifestage. I can take a look to see if my code is failing, but it may be that the milira race doesn't include a graphic for babies.

(You don't usually see the body graphic on babies -- only when they're dead, normally -- because of the swaddling. So not all race mods bother to include one.)
cyanobot  [author] 11 Jun @ 11:06am 
@Prometheus
As far as I recall, babies don't either. If that's changed or I'm mis-remembering, I can alter it. Are you using any other mod that might change the growth vat behaviour?
Prometheus 10 Jun @ 7:02am 
Wait, why can't toddlers gain skills in growth vats but babies can?
tl_kj 31 May @ 6:51pm 
when the milira race baby grow to one year,there body will be disappear ,maybe you can add the picture of their body?
Head 22 May @ 10:02pm 
Great mod!
cyanobot  [author] 1 May @ 3:46am 
@Bunuffin
Thank you for letting me know. If it crops up again, come back.
Bunuffin 1 May @ 3:13am 
So i played for the past 3 days, and the problem with toddlers failing to be put in the quarantine bed seems to not happen anymore...

I remember you asking me for log or something >.<
cyanobot  [author] 15 Apr @ 6:57am 
@Blueo
Fixed, sorry about that.

@micizzle @Iceobeasty, anyone else experiencing the Tribal Gathering issue
I can't replicate this with just VFET and Toddlers, please supply a log. Preferably a full Hugslib log, at minimum the full error (including stacktrace)
Blueo 11 Apr @ 9:10pm 
Found a bug with this after hours of searching, when a pawn is being kidnapped you can just select the kidnapper and make him drop the pawn. No dev/god mode needed, just straight up drops the pawn and leaves the map. you can test this for yourself by having only this mod installed and get a pawn kidnapped then selecting the kidnapper, you should see "drop (pawns name)"
micizzle 31 Mar @ 8:46am 
@cyanobot there was an error message in the log, I’ll try to replicate it again. It prevented research gain from the gathering.
I think it likely has something to do with a check VFE:Tribals makes since toddlers aren’t old enough to contribute, but they are selectable once they’re mobile.
Iceobeasty 30 Mar @ 11:37am 
i would really appreciate a patch
cyanobot  [author] 25 Mar @ 11:26am 
@micizzle
Is it causing errors? I can look into patching it if it's causing an issue.
micizzle 25 Mar @ 11:25am 
Just in case anyone else had this issue: you need to forbid your toddlers from attending Tribal Gatherings if you use VFE Tribals
WarKittyKat 25 Mar @ 11:18am 
...I'm gonna have to figure out how to mod kid's clothing aren't I? If I can figure out how to resize adult clothes for kids I could copy some of my fun tribal mods.
Golinth 25 Mar @ 11:13am 
Thank you for the mod, its a must include for biotech imo
cyanobot  [author] 21 Mar @ 2:29pm 
@WarKittyKat
Agreed. Wild Child Rags is a good outer layer, but it's the only one I can think of off the top of my head.