RimWorld

RimWorld

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

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Rim Languages

In 1 collection by Cybranian
RimWorld+
31 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
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
326 Comments
Ionfrigate12345 5 May @ 7:02am 
@Cybranian So no patch needed. Thanks.

But I'll still leave a message in my DD continued mod page
Cybranian  [author] 4 May @ 8:42pm 
@Ionfrigate12345

RaceLanguageDatabase -> RegenerateLanguages
Ionfrigate12345 4 May @ 7:10pm 
Hi,

Do you have source somewhere on git?

I'd like to make a patch for your mod in my Dynamic Diplomacy Continued, so that new faction created dynamically in game (rebel or faction division) will inherit language without crushing

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3220299022

Or at least show me how in your code you attach your "language" data in a faction
Aalummi 4 May @ 1:22pm 
Would love to see support for vanilla books expanded so books are in different languages, and there are language level books
moonfish 3 May @ 2:45pm 
is it compatible with more faction interactions continued?
Cybranian  [author] 3 May @ 12:26am 
@Seohui | Night_Sunset

You cannot contact a faction via comms console if you do not know its language (you do not need to know the dialect)
Seohui | Night_Sunset 2 May @ 11:55pm 
Is it correct in the original mode that it is impossible to use the communication device at all if i don't know all the languages spoken by other Faction?
Malminas 2 May @ 8:00pm 
Does this support VFE: tribals wildman start? Id assume theyd have no language and then either develop their own language?
mauri 1 May @ 7:41am 
I LOVE THIS MOD I LOVE THIS MOD I LOVE THIS MOD
Swagatron 30 Apr @ 10:45pm 
AI generated, "complex and multifaceted" is a dead giveaway lol