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:
Donations are completely voluntary and do not grant access to additional content or features.
They are simply a way to support ongoing free development.

