RimWorld
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Rim Languages
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Mod, 1.5
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23 мар в 2:57
5 мая в 17:22
Обновлений: 14 (просмотреть)

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Rim Languages

В 1 коллекции, созданной Cybranian
RimWorld+
Предметов: 29
Описание


[ko-fi.com]
[boosty.to]


About
This mod adds a language system to the game for all humanoid factions.
Languages ​​are generated automatically for each humanoid race in your world. Dialect generation is based on the technological level of the factions - one dialect per level by default.
Language is tied to a faction, not a specific pawn. Learning a new language applies to your entire colony.

How to learn a language?
Language is learned through your colonists interacting with native speakers. This applies to any social interaction between them. You can learn a prisoner's language through a special interaction in the prisoner tab. Languages ​​can also be learned through language books.


Language in Faction Tab


World languages


Detailed settings when starting a new game



There are several default modes of generating languages ​​and dialects
- One language per race and dialects for tech levels (For each race, only one language will be generated, which is uniform for the race. Dialects for each technological level will be generated based on this language. Xenotypes of the same race are still considered to be of the same race)
- A language for each technological level for the race and dialects for all factions (Languages will be generated for each race based on the number of technological levels. At the same time, each faction will receive its own dialect)
- A language for each culture for the race and dialects for all factions (Languages will be generated for each race based on the number of ideo cultures. At the same time, each faction will receive its own dialect)
- Natural random with settings (Languages ​​will be generated in a random number specified by the player, but not more than the number of factions. Language dialects will be randomly distributed among factions without regard to race.)



Learning languages ​​and dialects
- Added interaction for prisoners - learning a language.
- Added books that allow learning languages.
- Added ideological precepts that encourage or discourage learning languages.

Prisoner Interaction


Language Book



Restrictions
- You cannot trade without knowing the language. If you do not know the dialect, your trade price will be worse (customizable).
- You cannot contact a faction without knowing the language.
- Pawns will be more likely to conflict if they do not know each other's language and dialect.
- Pawns will be less likely to romance if they do not know each other's language and dialect.
- You cannot recruit or convert a pawn without knowing the language.

Welcome to Settings





Original Russian translation
Original English translation
French translation by T. Dussolier is included directly
Chinese by Whuh




Compatibility Info
- Need start new game: No, languages ​​will be generated in any case.
- Mod can be deleted in midgame: Yes, after resaving you will no longer see errors.
- Removing and adding fractions in midgame: This will most likely lead to a collapse, do not add or remove factions from your save
- DLC required: No
- CE compatibility: Yes

Incompatibility Info
- Fluffy's Relationships Tab: Patch here
- Custom Prisoner Interactions: AI reason

For developers
- The system allows you to set your own generation rules, thanks to the Language Family Def.
- You can create your own language and link it to a race, as well as set accelerated dialect generation for the factions of that race.
- If the race is not used in the Language Family, the language will be generated automatically according to the standard rules.
- If a dialect is not defined for a fraction in the Language Family, the dialect will also be generated automatically according to the standard rules.




[discord.gg]
Популярные обсуждения Просмотреть все (3)
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25 апр в 2:31
[Request] Extract Drawing Logic for Compatibility Patch (Fluffy Relations Tab)
0。0
0
12 апр в 4:33
Faction-Tab UI Misalignment with Custom Factions
Mangalloy
Комментариев: 230
JustaFew 8 ч. назад 
My dude Tower of Babel'd the Rim
Chud 11 мая в 20:33 
this
Schoppeng 11 мая в 5:28 
i really appreciate the idea and the effort but that is really an modding overkill and for my taste to much to use with the 320 other mods :D
Monkey Magic 8 мая в 22:24 
@Quouar - if a faction's language is green, your whole colony had learnt to speak it, yes.
Cybranian  [создатель] 8 мая в 22:09 
@Quouar

Colonists have no language, they speak the language of their faction. Any AI faction has no more than 1 language or none at all (unless it's humanlike)
Quouar 8 мая в 21:33 
How do you know what languages a colonist speaks beyond their own? If another pawn's language is green, can I assume my whole colony speaks it, or are languages limited to one specific colonist?
Keith Carluke 8 мая в 9:14 
Would be a cool addition if you could edit languages during gameplay after initial setup
Either way, great mod, was dreaming of something like this for ages :steamthumbsup:
Monkey Magic 7 мая в 9:21 
Serendipity then XD
Cybranian  [создатель] 7 мая в 9:04 
@Monkey Magic

Not knowing the language does not disable social interactions between pawns, apparently you were just unlucky. Language can be learned by talking to pawns and studying language dictionaries.

I recently fixed only one thing - added a check to ensure that animals do not have a language system. Perhaps this indirectly fixed the problem, I do not know.
Monkey Magic 7 мая в 6:06 
@Cybraniam - No worries. Did you fix the issue by the way, coz I was gonna post a link for the full report for you, but I can no longer replicate it. (but is still listed in the description)

That aside, when Trade Cost Factor is set to "Inability" how does one learn the language of friendlies other than by reading language books?

There is no option to learn from "guests" (injured friendlies); "visitors" would rather chat amongst themselves than with pawns. I even tried sending a caravan to one of their towns, but there is no option there either.

The only other option appears to be imprisonment, but that automatically makes them hostile.