RimWorld

RimWorld

Rim Languages
323 Comments
тетеря, блин 17 hours ago 
Is it possible to generate languages with a consideration of idealogy? pretty please.
Stormline526 16 Jul @ 4:10pm 
This looks amazing! I am unsure if it is possible but I would love the option to be unable to get quests from factioms who's language you don't understand.
slimeform 14 Jul @ 10:36pm 
@Cybranian thanks for the answer! That's really cool. I'm sure you've heard it already but this mod is really really good.
Reprogrammed Automaton 14 Jul @ 8:50pm 
Is there any place to see all your known languages at once?
Big Love 14 Jul @ 8:44pm 
Excellent mod!

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?
Cat Princess 14 Jul @ 2:49am 
The proof that we need neurodivergents
Cybranian  [author] 12 Jul @ 6:04am 
Yes, of course. You can't learn the language from such a prisoner.
Entity-36572-B 12 Jul @ 5:48am 
Now that I have taken a look at it, my prisoner seems to be incapable of social and has his language learning disabled. Could that also prevent him from teaching his language to my pawns?
Entity-36572-B 12 Jul @ 5:42am 
She can talk, has a social skill of 7 and a language learning speed of 65,18% (with trivial malnutrition).
Cybranian  [author] 12 Jul @ 5:37am 
Your negotiator must have communication skills. Check also your language learning speed stat in pawn
Entity-36572-B 12 Jul @ 5:31am 
No, I noticed. Neither is progressing. My prisoner does only have 91% talking ability though, if that plays into it. Could also be a mod mismatch, but I wouldn't really know what mod would interact with this one. Maybe interaction bubbles, the vanilla expanded framework, or something else that relates to social interactions.
Cybranian  [author] 12 Jul @ 5:26am 
For reference, I will say that first the language is studied, and only then the dialect. Perhaps you just did not notice
Entity-36572-B 12 Jul @ 5:12am 
The language progression does not seem to increase with prisoner interaction for me; even after five learning sessions amd turning the learning difficulty down as far as it'll go. There are no errors in the log related to this mod or its dependancy. (Only a double packageID for hugslib and a missing definition for showing hair with hats.)
Has anyone else run into this or know what to do about it? Can't really recruit anyone now.
Cybranian  [author] 11 Jul @ 9:37pm 
@slimeform

yes it does, but only until you learn the language
slimeform 11 Jul @ 5:11pm 
Does this make prisoners unwavering? I disabled unwavering prisoners but i get them almost 100% of the time.
wonn 11 Jul @ 9:02am 
Is there a way in this mod to set up per-faction languages rather than per-race languages? Race-based language has never really made sense to me as a linguist; that's really just not how language works.

(It'd also be lovely to have multiple factions per language and multiple languages per faction sometimes too.)
Превосходно
LZIM 10 Jul @ 6:24pm 
when attempting to learn language from a prisoner (when it is known) the message says Impossible to learn language, already learned pawns name instead of the language
Aegael 27 Jun @ 2:59pm 
Is it intended that you can learn a language from someone with 0% Talking capability?
Legion 26 Jun @ 5:59pm 
Is there a way to change a language of a different faction to a custom/player made one?
Gamma 23 Jun @ 4:52pm 
Hello again, after a lot of language making I've come to conclude that this system is just phenomenal. I know I praised It just recently but from a world building point of view it really helps diversify the various factions.

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.
iyuha 23 Jun @ 9:09am 
Interestingly I disabled the mod, saved the game (on the broken save), re-enabled the mod, loaded the save, and it was fixed. Maybe there was a problem with the load order, but I don't know.
iyuha 23 Jun @ 8:04am 
Everything was done on a brand new save that I created just to try this mod. During language creation, I went through each preset, then back to the default preset and started. There was no problems at first, even now I can add this mod, load a new colony, and all UI works fine. It was only after some playtime that my UI began to break, maybe after learning new languages, I don't know. Here is my modlist https://pastebin.com/1fp4EG3H
Cybranian  [author] 22 Jun @ 6:26pm 
An error in this place is fundamentally impossible if the mod was launched correctly and the languages ​​were created. So there were errors before. I also have no idea what mods you play with, what the initial conditions are in your save. Did you install the mod over the old save. How did you configure the language generation.
iyuha 22 Jun @ 8:32am 
This mod also breaks my pawn bio and social window. Fixed after removing this mod as well.

"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
József 22 Jun @ 7:45am 
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Cybranian  [author] 22 Jun @ 6:54am 
I'm not a wizard and I can't do anything without logs
József 22 Jun @ 6:25am 
i should have also said that the "error" is impacting the ui windows, just as Box said.
József 22 Jun @ 6:24am 
nevertheless the game is still throwing errors related to this mod and the error is fixed after disaabling the mod.

System.NullReferenceException is being thrown by LearnPlayerLanguage and FactionLanguageIsLearned.
Cybranian  [author] 22 Jun @ 4:36am 
This mod does not modify the pawn character window in any way
Box 22 Jun @ 3:50am 
breaks some windows sometimes (pawn bio window did not show up at all). fixed after removing this mod
gh0stashes 22 Jun @ 1:03am 
I agree with Gamma's comment!
Gamma 21 Jun @ 10:23pm 
This mod is awesome. It be very cool though if there was a save button for various languages. I have a lot of reoccurring lore in my playthroughs and remaking all the same languages every time can take quite a while.
Cybranian  [author] 21 Jun @ 7:29pm 
I updated the mod, it should work fine with a new save
gh0stashes 21 Jun @ 6:13pm 
Breaks the Factions tab in 1.6 and puts a fat error log spam in the console while the Factions tab is open. Only shows one Faction of the dozen on the world.
Dracolich 21 Jun @ 5:20pm 
Why can you not use a comms console to also learn languages? It sounds like it'd be a neat idea to implement. slow, but steady progress to leaning a factions language
iriko 21 Jun @ 1:46pm 
Hello, I really like this mod. Unfortunately, it's causing me some bugs:
_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...
Cybranian  [author] 20 Jun @ 11:43pm 
1.6 Update

- 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.
DuckGoosebear PrairieDogLover 17 Jun @ 12:43am 
@Recila @Cybranian @MajorityOfTheInternet
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.
Dizzy Ioeuy 16 Jun @ 4:01pm 
@Cybranian Oskar really is a low class, petty, charlaton dick.

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.
Coles Team member 16 Jun @ 3:50am 
Update for 1.6 when?
Cybranian  [author] 16 Jun @ 3:22am 
@MajorityOfTheInternet


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
MajorityOfTheInternet 16 Jun @ 1:20am 
Why does it not work well with Vanilla Factions Expanded?
TheCrazeMan 12 Jun @ 6:59am 
Когда обновление?
VitaKaninen 10 Jun @ 9:59am 
Vanilla Factions Expanded. There are many of them.
RockyRoad8147 9 Jun @ 7:26pm 
whats VFE... I hope what ever it is, I don't have it, cause this is a mod that makes my storytelling heart flutter
silverskene 8 Jun @ 8:15am 
What a great mod!
If it had compatibility with VFE, I'd use it in a heartbeat.
Recila 7 Jun @ 6:37pm 
Head's up! VFE (any of them) does NOT like RimLanguages. On startup, moving past the Ideology screen becomes impossible; clicking next simply does nada. Just mentioning for the incompatible section <3
cat monke 7 Jun @ 9:49am 
What's the difference between a race and xenotype?
Monkey Magic 6 Jun @ 2:05am 
Anyone know what today's update actually did? Oo