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Spent basically one hour hand-crafting languages for the factions in my rimworld save. Do you think it would be possible to create something like a quick preset, to quickly save the languages you created, and assign the factions to them?
Has anyone else run into this or know what to do about it? Can't really recruit anyone now.
yes it does, but only until you learn the language
(It'd also be lovely to have multiple factions per language and multiple languages per faction sometimes too.)
Anyways, wanted to say that I'd like have access to some sort of "complexity," slider. I think not linking complexity to tech level would actually make more sense given the broader lore of rimworld.
"Exception filling tab RimWorld.ITab_Pawn_Character: System.NullReferenceException: Object reference not set to an instance of an object
[Ref F6A72CD4]
at FactionLanguages.Utilities.LanguageUtility.FactionLanguageIsLearned (RimWorld.Faction faction) [0x00027] in <5bcf6639c4d548e68bb109cf5afdd2c3>:0
at FactionLanguages.Patches.Pawn_GuestTracker_Recruitable_FactionLanguagesPatch.Postfix (Verse.Pawn ___pawn, RimWorld.Pawn_GuestTracker __instance, System.Boolean& __result) [0x0001f] in <5bcf6639c4d548e68bb109cf5afdd2c3>:0"
There's more but I can't paste it all here
System.NullReferenceException is being thrown by LearnPlayerLanguage and FactionLanguageIsLearned.
_The two early game quests (Noble Pursued and Deserter) don't display the text correctly, and the tokens don't appear.
_In the faction tab, only the first three appear.
Regarding my mods, I have some classic ones:
_RimHUD, Harmony, Stock, Sidearms, cmcolor... and a few others adding buildings (styles: Rimfridge, EDembrasure, etc.)
_A few styles for religion
_Three races and factions: Rimsenal Spacer, Amorpous, and Rimsenal Haras.
Aside from adding the two factions, I doubt the rest is the problem with your mod. I haven't tried it in vanilla.
Anyway, as I said above, I like your mod even if I can't get it to work with my mod list...
- Added a setting to disable the visibility of languages in the faction window. Useful if you encounter problems due to mod conflicts.
- Added access to the language window from the right quick access panel.
- You can now provide your own description for languages and dialects in the editor and in the language panel.
- Multiple minor code changes.
- Books now provide significantly more language experience.
Ok so I have 700+ mods, 2 of them VFE mods, Ancients and Tribals, and I have no such issues with running Rim Languages... So either I'm very lucky or they aren't really incompatible, at least not all of them.
There's no need to throw people publicly under the bus the way he has done repeatedly. He's like the mean girl version of a clique guard. the power trip of his mods is reflected in the power trip of his ego.
But yeah, I've been off VE mods for quite awhile and minimize my use of any of their bloated unbalanced blah.
VE Patreon quote:
"Vanilla Factions Expanded - Ancients: The mod was fully coded by Legodude17. It's filled with half-broken transpilers and code none of our coders can understand. Parts of the mod simply don't work and we can't fix them"
Do you think that if the vanilla expanded authors themselves are not able to understand the code of their developer, will I and others strive for compatibility with this series of mods? I try to make mods as compatible as possible, as much as my skills allow
If it had compatibility with VFE, I'd use it in a heartbeat.
My guess is there's a 0 missing on the book XP reward.
I'm curious if there's plans for more in-depth Ideology integration in the future.
For example, a precept in a pawn's ideology could determine how willing they are to share their language with you. Or in other words, modify the difficulty of any language that pawn is teaching / learning.
Like, a pawn in a Supremacist ideo might not be willing to learn another language but would happily teach their own (making them learn slower but teach faster,) where a Proselytizing ideo would be likely to jump on any opportunity to reduce friction when spreading their beliefs, and therefore would have a bonus in both directions.
This is a really neat mod! I love the concept :)
Admittedly I'd never thought about it until now, but it is rather strange to think the Tribal factions (who canonically have been developing their own societies with very little extra-planetary contact for hundreds if not thousands of years) wouldn't have developed a wildly different dialect from the more commonly-spoken language(s) closer to the coreworlds. Not to mention the 50-100+ years it takes for a JT drive to travel between systems being plenty of time for the coreworld languages themselves to shift ever so slightly. I mean, just look at how quickly English has changed over the last 30 years.