RimWorld

RimWorld

896 vurderinger
Cybranian - Rim Languages
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Mod, 1.5, 1.6
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Offentliggjort:
Opdateret:
1.228 MB
23. mar. kl. 2:57
18. aug. kl. 22:49
20 ændringsbemærkninger ( vis )

Abonner for at downloade
Cybranian - Rim Languages

I 1 samling af Cybranian
RimWorld+
35 genstande
Beskrivelse


[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
NOT MULTI-VERSION COMPATIBLE. DO NOT ATTEMPT TO LOAD 1.5 SAVES INTO 1.6 WITH THIS MOD
- Fluffy's Relationships Tab: Patch here
- Custom Prisoner Interactions: AI reason (requires clarification, perhaps the problem does not exist)

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]
Populære diskussioner Vis alle (5)
1
2
25. apr. kl. 2:31
[Request] Extract Drawing Logic for Compatibility Patch (Fluffy Relations Tab)
0。0
1
14. juni kl. 20:30
Faction-Tab UI Misalignment with Custom Factions
Mangalloy
0
25. maj kl. 5:54
Trade Cost Factor - possibly bugged?
Monkey Magic
394 kommentarer
Lira 8. dec. kl. 22:09 
How much XP does it take to learn a language? I notice that XP is generated by the Learn Language prisoner interaction, but I can't see anywhere how much it actually takes to learn one, or what a pawn's current XP in a given language is. Maybe I'm missing something?
fent king 8. dec. kl. 13:35 
This mod is cool and all but the fact that you can't trade with orbital traders unless you know their language kinda ruins it for me. Trade has gone on for thousands of years despite language barriers, and you're telling me that a space-travel capable people don't have a way to trade with my similarly technologically advanced colony unless we have a shared language? Portuguese traders managed to trade in Asia when the majority of the world couldn't yet read and neither side knew each other's languages, but my people communicating with a trader ship in orbit have no way to figure out trade without a shared language? Can't forward me a cargo manifest to work from?
Majora 7. dec. kl. 10:55 
Love this mod, but it would be nice for an alert to pop up when you've completed learning a language. I've had a few times where I've had prisoners held for longer than I would have liked cuz I thought we were still learning their language, only to find that we finished it ages ago and I've been wasting time and resources on them since.
Fynjor 30. nov. kl. 16:26 
It feels incredibly silly to me that there's no friendly way to learn a language. You'd think I could just comms them to shoot me a language textbook for a few hundred silver or so but apparently the Rim doesn't do languages that way.
General 16. nov. kl. 1:28 
The mod is working, but the icon isn't showing up in the right hand collection of icons. The regular ones are present (fertility overview, zone visibility,...) but the language icon isn't present. Any tips on how I could resolve this?
hourai_haikus 13. nov. kl. 21:46 
Mod is good and adds more challenge, but I think the inability to trade until language is fully learned is a bit too much? Maybe trade should've been re-renabled if lamguage is learned at least 50% progress. Otherwise, I so far enjoy this mod.
Babia 10. nov. kl. 5:14 
sometimes rimworld needs a bit of difficulty in places other than raids, plus i like how it integrates itself logically as not everyone would use a standar language across the entire world, it's not micro intensive either, so it isn't tedious to get around (except for the intended mechanic of screwing over your trade deals)
Sloth 26. okt. kl. 18:19 
Why would someone want to play with this mod? It's frustrating... Especially playing as factions that hate learning languages. It basically functions to slow down advanced component aquisition even further by gimping the comms console.
sashaeconomic 21. okt. kl. 6:34 
Okay so. If you want to kearn traders language just buy a slave relative to traders faction!
sashaeconomic 17. okt. kl. 13:21 
how to learn language of orbital station or imperia without war with the last