Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Growth Tier and Growth Moment are two different things.
Growth Moments are skipped over (e.g. it's not triggering when the child becomes 7 years old and it just says wait for age 10)
Growth Tier, however, is not lost when it skips and the child remains at (e.g.) Growth Tier 8 even though it just became 7 years old.
The process might get broken due to mods, but age and the aging process is still intrinsically vanilla so it really shouldn't skip just because the age hit 7 because of a mod.
However I also still think base game logic should catch that and that the Growth Moment shouldn't only trigger on exactly 7 years and 0 days old, but also on (e.g.) 7 years and 1 days old when the 7yo growth moment didn't trigger yet.
Totally wrong.
Base game never should fit to mods. Mods have to fit to base game. If they don't, you can call it a buggy mod, and ask the author to fix it.
It's just simply impossible to fit a game to thousands of different mods.
Solution: disable psychic rain event till VE team fix their mod.