RimWorld

RimWorld

Cybranian - Rim Languages
380 Comments
wynnyx 3 Oct @ 1:35pm 
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?
Darknote 8 Sep @ 11:04pm 
Dear Cybranian, thank you for this beautiful mod! It adds so much depth to roleplaying! Though, I have one suggestion:

Can you make it so that if a pawn of a different faction chooses to join yours and you don't know their language yet, that you automatically learn it afterwards?

Instantly or over the course of say a Quadrum? As it would be more immersive!

Thanks again!
BlitzTheSquishy 8 Sep @ 3:28am 
Having a way to learn a language of a friendly faction be easier would be nice, either through them likely on the map (even if its just slow progress) or some events, cause books arent always read, especially late game when you have a large amount of rec types, or have many books
Comradebusman3 3 Sep @ 9:56am 
It'd be nice to be able to use devmode or something of the like to quickly access the world start language settings during a game, specifically for those of us with faction discovery. I realized part way through a medieval fantasy playthrough that I forgot a couple factions and had to add them, but I want them to have their specific languages and dialects
Misterdino Prime 1 Sep @ 12:03pm 
@WillowTheWisp happened the same, it seems you need to learn for good time his language before truly see the progress, idk why
WillowTheWisp 1 Sep @ 7:02am 
I've noticed that there's no language progress when I talk to prisoners recently. I've tried uninstalling and reinstalling the mod, and gave it a shot on a brand new 1.6 save file. Any thoughts what could be going on?
Monkey Magic 29 Aug @ 12:29am 
**PLEASE BE AWARE**

The recent patch potentially breaks saves that include this mod. Make sure you back your save before loading and saving again. Saves affected are those with some progress in language learning, those without any progress should still be fine, but make sure you still backup.

Test loading and saving a few times before committing. If you see the graphic display error (or get red error reports, reboot and start over. This may be an issue with old Rimworld files still loaded maybe. It appears to have resolved itself after a reboot for me.
Elgappa 26 Aug @ 8:38am 
Any chance to have languages set up saved? To be loaded for other playthroughs?
Geobeetle 23 Aug @ 9:46am 
Yall you can select learn language on prisoners of faction just capture ppl who know the language you want. If you dont like that orbital traders or friendly faction make that hard then you can always make them share a dialect/language with someone else who you can capture
NullPug 22 Aug @ 10:19pm 
I was asking if there could be an alternative way to learning a language dialect, other than books?
Cybranian  [author] 22 Aug @ 9:29pm 
what?
cykonetic 22 Aug @ 5:00pm 
I am having real difficulty with orbital traders. Perhaps you could work in some sort of comms console add-on to auto-translate?
NullPug 21 Aug @ 1:14pm 
would it be possible to earn some experience in a langauges dialect whenever you trade with the corresponding factions caravans?
Geobeetle 19 Aug @ 8:06pm 
Great mod for scamming yourself in trades to manage wealth better lol (I know about mod settings)
Geobeetle 19 Aug @ 8:05pm 
Wild people just grunt
Mistwood 19 Aug @ 11:40am 
Wild people dont speak a language
Revan 18 Aug @ 11:58pm 
Random Factions seems to not work correctly. Placeholder factions are still shown in the faction tab after game start with the language assigned, to them, but real factions do not have one.
Misterdino Prime 18 Aug @ 11:41am 
theres some way to see what languages talks a pawn in rim hud?
󠀡󠀡 17 Aug @ 3:12pm 
Compatibility with speakup?
Cybranian  [author] 17 Aug @ 1:30am 
Updated. Added missing translation keys for English. Do not attempt to load 1.5 saves on 1.6 with this mod. At the very least, disable this mod first. After that, save the game and then install the mod. This will reset your languages and progress, but you will be able to use your old 1.5 save on 1.6. Honestly, this is a fundamentally bad idea, but if you so desire.
Monkey Magic 17 Aug @ 12:24am 
@JunoCat運富 and @Arky - social interaction is supposed to contribute to learning a language -in theory this includes visitor chatting, and trades, but I've yet to see this work in practice. Would be nice if language could be learned from rescue(for example escape pods, or visitors who get unlucky with the wildlife) but implementing this could be tricky.

@Osrek - it's by faction, so you can just check the faction tab, it will show the completion ratio there for each language.

@Inquisiiton Time - One can change the names by clicking on them in the faction screen. As for adding new faction languages, this is not possible in of itself, but there is a workaround. Disable the mod and save, add Vanilla Framework for it's faction discovery, add Rim Languages back and the new factions will be assigned a languages along with the others {VF can be removed after saving again if preferred). You'll lose any previous progress though.
Saxon 11 Aug @ 9:37pm 
Wow. This looks crazy good. I can't wait to try this out.
piercebuster 10 Aug @ 9:41pm 
Ah, so it does! Thanks, sorry I missed that.

Have you given any thought into tying it to each pawn as a version 2?
Cybranian  [author] 10 Aug @ 8:01pm 
"Language is tied to a faction, not a specific pawn. Learning a new language applies to your entire colony." - mod description
piercebuster 10 Aug @ 6:28pm 
Question:
It seems like knowledge of a dialect or language is shared among my entire faction - not specific to pawns.
Ex: If Bob in my colony gets enough experience learning Cutthroatese, then Mary the Mute Bloodbank in my colony also learned it despite never seeing daylight. Is that correct?
Inquisition Time! 9 Aug @ 4:03am 
Is there any debug to set up languages in the middle of a game? to see if it can work with the vanilla faction discovery feature.
Grimmas 8 Aug @ 11:23am 
This could benefit from integration with RimQuest. Currently there are no issues just talking to quest givers arriving with caravans, which feels weird.

It would also be nice if there were better ways to learn languages from passing caravans.
Arky 8 Aug @ 7:58am 
Great mod, except that learning a language is not natural since we cannot interact with random settlements. So we have to essentially anger someone to learn their language by imprisoning their people. That, or books. If the mod had an option like "stay on this colony as a tourist to learn the language" it would be better. Or if trading improved language learning.
Osrek 7 Aug @ 9:39pm 
Where can i see what langauge does my pawn know or has learned?
Fowl 7 Aug @ 1:59pm 
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 7 Aug @ 2:24am 
> 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 7 Aug @ 2:16am 
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 6 Aug @ 7:41pm 
@Cybranian - reprogramming a pawn's brain, part of the indoctrination process on joining the colony XD
Cybranian  [author] 6 Aug @ 6:44pm 
A pawn always speaks the language of its faction. If you change its faction, it will change its language.
mooncake冰皮月饼 6 Aug @ 4:51pm 
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 5 Aug @ 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 4 Aug @ 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 30 Jul @ 6:08am 
yeah, but what causes it?

btw, could you please add compatibility with this one?

https://gtm.steamproxy.vip/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] 29 Jul @ 5:47pm 
This is a completely minor error
тетеря, блин 29 Jul @ 1:51pm 
Accessing TicksAbs but gameStartAbsTick is not set yet (you most likely want to use GenTicks.TicksAbs instead).
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
...
shows when the languages window appears, after generating a world. could you take a look?

https://gist.github.com/HugsLibRecordKeeper/b5eb0d8b754976e5f3ab677771b78ca4
Totally_Cubular 27 Jul @ 3:00pm 
How do I tell what languages a pawn speaks?