RimWorld

RimWorld

860 ratings
Cybranian - Rim Languages
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Mod, 1.5, 1.6
File Size
Posted
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1.228 MB
23 Mar @ 2:57am
18 Aug @ 10:49pm
20 Change Notes ( view )

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Cybranian - Rim Languages

In 1 collection by Cybranian
RimWorld+
35 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
NOT MULTI-VERSION COMPATIBLE. DO NOT ATTEMPT TO LOAD 1.5 SAVES INTO 1.6 WITH THIS MOD
- Fluffy's Relationships Tab: Patch here
- Custom Prisoner Interactions: AI reason (requires clarification, perhaps the problem does not exist)

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.




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Popular Discussions View All (5)
1
1
25 Apr @ 2:31am
[Request] Extract Drawing Logic for Compatibility Patch (Fluffy Relations Tab)
0。0
1
14 Jun @ 8:30pm
Faction-Tab UI Misalignment with Custom Factions
Mangalloy
0
25 May @ 5:54am
Trade Cost Factor - possibly bugged?
Monkey Magic
380 Comments
wynnyx 22 hours ago 
Is there a way to choose who is alien as well? Also, saving would be great. I love this mod.
Avento 30 Sep @ 5:32pm 
Great mod, would be cool to have a feature to save languages though so you don't have to go through every time when you start a new game.
Vercreek 25 Sep @ 10:46pm 
An option for saving presets based on available factions (and also discerning certain xenotypes) would be nice
kyrambox 25 Sep @ 12:58am 
Yep, after playing much with this mod, i can say: we need more learning options. Books and prisoners is not enough, especially in the beginning of the game. It would be better to learn language (at least a bit) from trading, rescueing, visiting other cities, meeting caravans, etc.
BlitzTheSquishy 15 Sep @ 6:09pm 
@Monkey Magic

I'm well aware that prisoners are the best way to learn, I'm just suggesting that there be a way to learn a language for friendly factions (theres no real reason to learn languages and dialects of permanantly hostile factions) that wont upset them, and for some factions its just impossible to learn their language without books or a gravship see: the basegame orbital trade corp
kyrambox 14 Sep @ 7:17pm 
@JackFromShadow Thank you for clear answer!
JackFromShadow 14 Sep @ 11:13am 
@kyrambox Nope, trade doesn't add anything into learning faction language. But any other interactions is. Theoretically, you could just lock some character in the zone with traders and learn their language from chatting with caravan, but it is easier to just buy slaves of that faction (maybe even from that faction itself), imprison it and learn language from prisoner.
kyrambox 14 Sep @ 9:52am 
I trade a lot, but both progress of language and progress of dialect are always 0. Am i wrong or trade does not increases leanrning progress of faction language?
Monkey Magic 14 Sep @ 12:16am 
@WillowTheWisp and @Misterdino Prime - Check the mod settings, they probably got changed somehow, which is why your wardens appear to be taking forever to learn a language.

@Comradebusman3 - as JackFromShadow mentioned, it is possible to unsub, and resub and populate new factions with languages, but this will reset your progress to 0%.

@BlizTheSquishy - Capturing a hostile to learn the base language is the better option currently, and if you want a hostile Empire without pissing off the Royalty one; there's my Fractured Empire mod. For existing saves, use it with my Syndicate Language Patch

@JackFromSHadow - A temporary solution would be to set the learn rate to insanely easy in the mod settings to catch back up after adding a faction, but one would have to language books, or catch new prisoners though
JackFromShadow 13 Sep @ 12:40pm 
Thank you for this mod Cybranian.
Could you please add an option to generate language for a faction during the game? I too use faction (re)discovery from Vanilla Expanded and newly generated factions doesn't have language. Sure, it is possible to unsubscribe to this mod and then subscribe again, but the colony had to relearn all languages again after that.
Also, could you add a message after the colony learned language from prisoners or book so the player could know he could now sell books and use prisoners for something else?