Difference between revisions of "Babies"
Erik111erik (talk | contribs) (Added page) |
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− | Babies are human pawns up to age 3. By default they age at a 400% speed. | + | {{Biotech}} |
+ | Babies are human pawns up to age 3. By default, they age at a 400% speed. | ||
==Acquisition== | ==Acquisition== | ||
− | |||
Babies can be born either by natural or artificial means. They can also be choses as a starting colonist, as long as at least one other pawn is chosen that is at least 3 years old. | Babies can be born either by natural or artificial means. They can also be choses as a starting colonist, as long as at least one other pawn is chosen that is at least 3 years old. | ||
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====Food==== | ====Food==== | ||
− | Babies have different options when it comes to food. The easiest way to feed them is by having their mother breastfeed them | + | Babies have different options when it comes to food. The easiest way to feed them is by having their mother or other lactating pawn breastfeed them. Another option is to feed them [[milk]] or [[insect jelly]], or to cook baby food from regular ingredients. |
====Sleep==== | ====Sleep==== |
Revision as of 14:05, 7 November 2022
This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
Babies are human pawns up to age 3. By default, they age at a 400% speed.
Acquisition
Babies can be born either by natural or artificial means. They can also be choses as a starting colonist, as long as at least one other pawn is chosen that is at least 3 years old.
Summary
Babies are helpless creatures that cannot yet do anything themselves. They only have three basic needs: play, sleep, and food.
Food
Babies have different options when it comes to food. The easiest way to feed them is by having their mother or other lactating pawn breastfeed them. Another option is to feed them milk or insect jelly, or to cook baby food from regular ingredients.
Sleep
Once babies are tired, they will automatically go to sleep.
Play
Babies need to be played with. As long as there is a pawn with a high priority on child care, this will happen automatically once the needs bar is almost empty. There are diffent activities that will fulfill the baby's play need.
Giggling and crying
Babies can giggle and cry which gives a mood boost or penalty to other colonists up to (?) tiles away. The ratio between giggling and crying is directly related with the baby's mood.
//insert graph here
<MentalFitDef> <defName>Crying</defName> <label>crying</label> <mentalState>Crying</mentalState> <developmentalStageFilter>Baby</developmentalStageFilter> <mtbDaysMoodCurve> <points>
</points> </mtbDaysMoodCurve> </MentalFitDef> <MentalFitDef> <defName>Giggling</defName> <label>giggling</label> <mentalState>Giggling</mentalState> <developmentalStageFilter>Baby</developmentalStageFilter> <mtbDaysMoodCurve> <points>
</points> </mtbDaysMoodCurve> </MentalFitDef>