RimWorld

RimWorld

Talking Isn't Everything
113 Comments
cyanobot  [author] 8 Jul @ 2:13am 
@MADxingjin
Oops, good catch. Fixed.
MADxingjin 7 Jul @ 11:21pm 
latest version triggers log spam due to a call to log.message in CanTeach harmony patch is not commented out like other debug purpose log.
cyanobot  [author] 7 Jul @ 11:32am 
@ƎNA
I don't know -- if you try it, let me know what happens.

If it turns out not to be compatible, I can add a fix to my to do list, but I still have some 1.6 updates to do first.
ƎNA 7 Jul @ 10:56am 
Compatibility with "SpeakUp"?
Renzor 7 Jul @ 6:21am 
huzzah for realism/accessibility
cyanobot  [author] 7 Jul @ 4:41am 
Updated! 1.6, and a slew of toggles for your customisation needs.
Irismono 3 Jul @ 1:51pm 
Fantastic, thank you!
cyanobot  [author] 3 Jul @ 1:38pm 
@Irismo
Currently position #2 on the to-update list.

I'm also halfway through implementing the additional toggles discussed below, so I'll probably need to finish that as part of the update process, so it won't be instantaneous. But hopefully before the official launch.
Irismono 3 Jul @ 1:14pm 
1,6 update soon?
cyanobot  [author] 23 May @ 1:43pm 
@G-gentleman
Not as far as I know, sorry.
G-gentleman 23 May @ 10:19am 
Is there a Russian language?
Azurren 10 Apr @ 12:59pm 
Once had a super high level tamer get trauma savant and become unable to do his one thing.
??? 15 Mar @ 11:30am 
@Cyanobot
Thank you for being so considerate and generous! I honestly agree with you on having consequences but I also think working through those and getting things done despite that makes for great story, too.

Making it toggle-able is a really nice idea. Lets people craft the story they want, be that overcoming your disabilities and achieving great things, or learning to make due and be happy with what you can do, instead of focusing on what you can't.

Could also tie it into a trait, or make it require a certain level of social skill. I have no idea how difficulty that would be, or if it's even possible.

Either way, thank you for continuing to work on this gem of a mod, It really has added so much enjoyment to my sessions.
cyanobot  [author] 15 Mar @ 4:59am 
@???
Thank you for the kind feedback. I admit I wanted to leave it so that there were some consequences to mutism, but since this mod has only become more modular during development, I don't see why there shouldn't be another toggle for that.

I'll put it on my to do list. It might be a little while til I get to it.
??? 14 Mar @ 9:01am 
Hi! Really appreciate you making this mod, it has been such a delight to play with.

I was wondering if it would be possible to let mutes in the role of a leader make speeches and perform conversion rituals? I feel like there are plenty of ways someone could do things like that without the ability to verbally communicate. Might up the difficulty of the speech/ritual but it shouldn't outright prevent it. They could use sign language, written language, perform a little mute play! Etc etc.
cyu4770 28 Feb @ 9:55am 
Cool mod thanks!
cyanobot  [author] 24 Jan @ 8:57am 
@Preen Prince
Absolutely, go ahead and use as much as you like. A line of credit somewhere would be nice if you end up using any chunks wholesale, but that's all.

I'd call this a moderately complex C# mod, so it might be a difficult starting point if you're not already familiar with C#. But I've always leapt in at the deep end, so I can't talk.
Preen Prince 24 Jan @ 8:53am 
No worries! I haven't made a mod at all but I may dig into making an ASL one. Is it alright if I reference your mod for interaction dialogue code, etc?
cyanobot  [author] 24 Jan @ 8:46am 
@Preen Prince
Sorry, but I want to keep the scope of this one pretty tight, so I won't be adding new thoughts. But thanks for the kind words and the suggestion.
Preen Prince 24 Jan @ 8:42am 
Really thankful for this one! Is it possible to include a small extra boost when two mute/deaf pawns interact with each other? Something akin to "Spent Time with Fellow Sign Linguist", where they get happier by feeling more understood by someone else.
kn007 20 Jan @ 5:18am 
Thanks for your work.
Roanafra 7 Jan @ 6:43am 
Thank you for creating such a great mod. It's a bit late, but Happy New Year!
cyanobot  [author] 1 Jan @ 11:23am 
@TamTroll
Several gene mods (off the top of my head VRE Lycanthrope, my Cyanobot's Genes - I know there are others) add Mute genes. You can also remove the pawn's tongue.
TamTroll 30 Dec, 2024 @ 5:08am 
@Cyanobot

Do you know of any way to make someone mute / with 0% talking other then the mute backstory then? That's the only one i know of and it specifically disables social. I tried looking around for a mute trait, but couldn't find one anywhere.
cyanobot  [author] 30 Dec, 2024 @ 3:38am 
@TamTroll
This mod doesn't specifically interact with pawns that are Incapable of Social, it is for pawns that have 0% Talking Capacity. I agree that it's weird that inability to do Social makes them incapable of breastfeeding, but that's not covered by the current scope of this mod.

I would consider making a fix for that problem, either as a component of this mod or as a separate one, but I've got a lot of bugfixes to get to first so don't hold your breath.
TamTroll 26 Dec, 2024 @ 4:07pm 
Mod might need an update, the only way i could make a character mute was with the mute Background option, which disables social. and this disables childcare.

Which means that for some reason my mute character is currently incapable of breastfeeding for some reason.
Larenty now in HD 19 Nov, 2024 @ 9:42am 
Okay, thank you cyanobot ! :majinbuu:
cyanobot  [author] 19 Nov, 2024 @ 9:21am 
I've re-checked-out Romance on the Rim and it looks to be fully/near-fully compatible without need for a patch -- see notes above. If you find problems, please let me know.
cyanobot  [author] 19 Nov, 2024 @ 2:30am 
@Fridgemagnet
I considered this, but some causes of Talking 0% include traumatic brain damage, which if it knocks out spoken language production would probably also knock out the ability to sign language.

Sign langauge is also, y'know, a whole language, which probably has other knock-on implications on what signing pawns should and should not be able to do. And there's the manipulation thing. In short, it's a more complicated thing than I wanted to take on with this mod.

If you'd like to use this mod as the basis for an add-on that swaps for sign-based descriptions instead, you're welcome to do so. Interaction swaps can be defined in XML.
cyanobot  [author] 19 Nov, 2024 @ 2:27am 
@Larenty now in HD
I believe it is -- I definitely looked into RotR but I don't seem to have written down what I found. I'll check again at some point, but I think my conclusion was yes, it's compatible.
Larenty now in HD 18 Nov, 2024 @ 12:42pm 
Hello cyanobot, I wondered if this mod was also compatible with "Romance On the Rim" ? (since I see that Way Better Romance is fully compatible, for example)
Fridgemagnet 12 Nov, 2024 @ 5:49am 
A thought: sign language exists. At least some of the casual interactions could probably use "x signed to y about patting zebras".
Those interactions may require manipulation to be above a threshold?
MagnusCerebrum 8 Nov, 2024 @ 8:35am 
so annoying that we need a mod for this. One of my guys got hit in the head and now all relations are set to zero? Thanks for the mod
cyanobot  [author] 1 Nov, 2024 @ 4:39am 
@MADxingjin
Oh dang did I upload the debug version, I'm sorry. I'll fix that.
MADxingjin 31 Oct, 2024 @ 10:08pm 
can the logs spamming dev log window after today`s update be disabled in mod config?
cyanobot  [author] 21 Oct, 2024 @ 2:12am 
@Gender Bender
Unless they've patched it at their end, afraid so. Compatibility is still on my to do list, and getting close to the top now, but there are still some bugfixes in my other mods ahead of it.
Gender Bender 20 Oct, 2024 @ 4:21pm 
is the error with life lessons still exist?
Pimp Lucius 4 Oct, 2024 @ 2:03pm 
damn i am dumb as shit then
cyanobot  [author] 4 Oct, 2024 @ 9:10am 
@The Dude
On investigation, We Are United has a setting under mod settings that determines whether or not the capacity to talk is required. Turn that off and you should be good to go.
cyanobot  [author] 4 Oct, 2024 @ 8:57am 
@Wolf653
Thanks for letting me know, I'll take a look
ItsKairoKay 2 Oct, 2024 @ 10:09pm 
Mute pawns while capable of interacting with traders are oddly enough incapable of interacting with creepjoiners, who seem to... mostly have one-sided conversations in their pop ups anyway.
cyanobot  [author] 29 Sep, 2024 @ 9:26am 
@The Dude
Thanks for the report, I'll make a note for others' benefit and put compatibility on my to do list.
Pimp Lucius 28 Sep, 2024 @ 11:46pm 
this mod isn't compatible with We Are United as far as I can tell. Trying to ask family members to join the colony just results in the "will never do social" box.
Renzor 22 Sep, 2024 @ 8:32am 
wow I never thought of this stuff for mute pawns but now this mod is definitely essential to me. great concept and idea.
Samantha 17 Sep, 2024 @ 4:46am 
As somebody who relies on non-verbal communication IRL I really appreciate this mod
cyanobot  [author] 9 Sep, 2024 @ 6:43am 
If anyone wants to backport this for 1.4 they are welcome to. I'm afraid I have no intention to do so at this time, I have too many other projects.
LZIM 9 Sep, 2024 @ 6:33am 
"X and Y chatted about space travel" might be replaced with "X monologued to Y about space travel".

Until X realises that Y was actually a sentient creature and has been tagging along slightly annoyed that its UV visual based communications were being ignored by X, a yappy bipedal hairy monkey creature, because X wasnt looking at Y in broad spectrum.
Aion9 2 Sep, 2024 @ 7:20am 
this is awesome!
zeus57007 29 Aug, 2024 @ 5:08pm 
Gods, I wish this was available for 1.4, this would be amazing for so many xenotypes that either don't have a mouth are would typically be too muffled to talk. once all my fav mods are updated, I'll try to remember this!
steel 24 Aug, 2024 @ 11:47pm 
welcome back boss