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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
@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
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?
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!
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.
@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.
Have you given any thought into tying it to each pawn as a version 2?
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?
It would also be nice if there were better ways to learn languages from passing caravans.
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.
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.
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!
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.
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.
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