RimWorld

RimWorld

816 ratings
Rim Languages
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Mod, 1.5, 1.6
File Size
Posted
Updated
1.227 MB
Mar 23 @ 2:57am
Jun 23 @ 8:00pm
18 Change Notes ( view )

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Rim Languages

In 1 collection by Cybranian
RimWorld+
34 items
Description


[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


Access from the right menu


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]
Popular Discussions View All (5)
1
1
Apr 25 @ 2:31am
[Request] Extract Drawing Logic for Compatibility Patch (Fluffy Relations Tab)
0。0
1
Jun 14 @ 8:30pm
Faction-Tab UI Misalignment with Custom Factions
Mangalloy
0
May 25 @ 5:54am
Trade Cost Factor - possibly bugged?
Monkey Magic
342 Comments
Fowl 4 hours ago 
Anyone know if it's possible to display a prisoner's language using RimHUD? If there's a value/def for it on custom preset layout I couldn't find it.
тетеря, блин 15 hours ago 
> A pawn always speaks the language of its faction. If you change its faction, it will change its language.

would be great to see these properties separated. like, yeah, factions defines base language, but it doesn't automatically convert when a pawn changes a faction. I had (maybe unrealistic) expectations to play this way with RimDialogues: capturing and recruiting a pawn who speaks different language to see how they will get along barely understanding each other. I know it's purely roleplay kind of thing, but even with what we have now that mod does wonders, making almost a theater out of regular playthroughs. would highly appreciate any additional compatibility with these two mods. I don't know how well they work for now, because I mostly debugging a huge modlist rather than playing, but, hell, it would be great if you could see a progress in conversations/understanding using the mod I mentioned above.
JunoCat運富 15 hours ago 
Wish we had more ways of peaceful language learning except books. As right now wasting tons of time flying from A point to B point to find the needed language book for certain faction :s Somewhat boring, imho
Monkey Magic 22 hours ago 
@Cybranian - reprogramming a pawn's brain, part of the indoctrination process on joining the colony XD
Cybranian  [author] 23 hours ago 
A pawn always speaks the language of its faction. If you change its faction, it will change its language.
I noticed recruiting rescued other faction pawn with hosptality enabled installed converts them into speaking your faction's language. Is that the intended behavior?

My pawn rescued a dude that spoke diff langague and dialect. He became a guest. I click guest recruit. He now speaks my faction's langague and dialect and not his old one.
Dealer Mangan Aug 5 @ 3:46pm 
IMO the default modifiers for romance factor is wild. I understand the gameplay reason for it, but it's not realistic. IRL pawns are easily attracted when they're just a *little* different, and non-matching dialect is a clear indication of that genetic distance. It's not a huge barrier. I think 80% would make much more sense than 25%

And as for not learned language, i think 0% is insane, instead 25% would fit here. On the Rim there aren't many people to begin with, so i think pawns would be more desperate to find a partner. It's already hard for pawns to talk without shared language with this mod, so if they somehow formed a high opinion of each other even despite that, then imo they deserve the chance to hit it off

Anyway, that's just me rambling, thankfully the mod is customizable, so i don't need to beg you to do anything! Just my two cents on this small matter. Thanks for the great mod by the way!
Monkey Magic Aug 4 @ 7:38am 
Sadly 1.6 version is not compatible with 1.5 saves

EDIT - Game loads fine, but when Factions tab is clicked, only one faction shown, and the rest is blank. An error report box pops up spamming:

Exception filling window for RimWorld.MainTabWindow_Factions: System.NullReferenceException: Object reference not set to an instance of an object
[Ref BB7F61FC] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.Window:InnerWindowOnGUI (int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)


How to fix, you ask?

Remove RimLanguages from your 1.5 save file's modlist. Load the game, and save it as a new file. Add the mod back into the modlist, and reload the save. You will lose all progress on languages, and rename all the languages again, but the save will work without issue now.
тетеря, блин Jul 30 @ 6:08am 
yeah, but what causes it?

btw, could you please add compatibility with this one?

https://steamcommunity.com/sharedfiles/filedetails/?id=2502518544

I've already made a post there with a broad idea of how they can easily work together, but then I though maybe it could work on your end.
Cybranian  [author] Jul 29 @ 5:47pm 
This is a completely minor error