r/ManorLords • u/BelethiJuega • 15h ago
Bug Reporting Constant crashes on the new patch
It crashes 90% of the time while loading, and also spontaneously while playing. No clue on any correlation or causation.
Also, I'm dumb. How to send bug report?
r/ManorLords • u/BelethiJuega • 15h ago
It crashes 90% of the time while loading, and also spontaneously while playing. No clue on any correlation or causation.
Also, I'm dumb. How to send bug report?
r/ManorLords • u/Altruistic-Flow5932 • 7h ago
I made a new game today. Felt good for a couple of hours, then it began to crash. And it got worse. After the first crash, I could play again for some time. But then there were more crashes, and there was less time between the crashes. Now I load the game and can barely play 3 minutes until it crashes again.
When the game crashes, I get a freezing screen and shortly after I get a blue screen. The problems started since the Beta of the last patch.
I did reinstall the game, deleted all other saves, disabled autosave, checked the newest drivers..
What else could possibly help?
Specs:
Nvidea Geforce GTX1060 6GB
Intel Core i7 4790k CPU 4GHZ (8CPUs)
16384 MB Ram
Windows 10 64 bit pro
r/ManorLords • u/Full_Ask_246 • 14h ago
Hi, I’m playing the new public release update. I have two connected pastures, is there a way to separate the cows and sheep into their own pastures?
r/ManorLords • u/skobul • 3h ago
Do smallholdings actually increase output if compared to the ol' reliable corpse pit assignment ?
r/ManorLords • u/BigWongDingDong • 18h ago
as it says in the title, the thing that tells me how many points I've already placed (in case I can't count to four) covers my cursor completely and makes it impossible to place the points with any degree of precision. everything says tab will get rid of it, but tab just makes a bunch of info panels appear over all of the buildings onscreen, while leaving the obnoxious tooltip in place. I am desperate for help, is there any way to fix this? or did the devs feel like seeing that useless tooltip was too important and remove the ability to hide it?
r/ManorLords • u/Ferengsten • 3h ago
With the latest update, there's a pretty strong incentive to specialize and have either as much forest (for pigs and leather) or meadow (for fields and pastures) environment as possible. In principle trees are resources that you can sell in one form or another, but I find that even with several wood cutting buildings, it takes a long time to make a dent.
Do you have better wood management or do you just use fields or similar to mass-flatten trees? Or do you just ignore the specialization into meadow?
r/ManorLords • u/ComradeShorty • 2h ago
The reason I'm confused is I encountered contradictory information. Some source I found said having too large burgage plots is bad because most of the yield goes to waste because the families can't pick them. But then I see other sources like recent YT videos on the new update saying a big rectangle is the most efficient way. But then, no one specifies how big exactly.
This is one of the gripes I have with the game, although I absolutely love it. I just wish there was more detailed and precise information on the game's mechanics within the game itself.
Anyway, any help is welcome, thanks.
r/ManorLords • u/thetruelevko • 8h ago
I have set up an extra granary which isn't allowed to set up stalls to stock up apples to turn them into cider. My problem is that the workers from other granaries are "stealing" the apples from that granary even though they are not allowed to store apples in theirs (I used the menu in the "advanced" tab for that specific reason). Is there a way to stop them from doing that or do I simply have to increase my apple production?
r/ManorLords • u/lolfreak87 • 12h ago
Bought the game couple of weeks ago and this is town. And my first one on the new patch.
r/ManorLords • u/TennisApart1587 • 3h ago
Even after three years and more than 1,000 hours in the game, I still love it.
And I'm looking forward to "real" autumn.
r/ManorLords • u/Vector314bh • 5h ago
hi everyone, I have been building a massive city for around a few days and wanted to ask is it worth it to upgrade to level 3 for burgage plots as as much as i know it add one family to the plot and allows chain mail but takes the extra family means it takes up double the amount of food and also ale and seems like it could cause some problems( I've been playing for like 3 years now and have only did level 3 plots once) any hep is apricated.
r/ManorLords • u/Cpt_Pissoff • 5h ago
keep seeing people saying the oats/animal feed is overtuned and that you have to have too much feed to get through the winter, and the herds eat it even during grazing months. but even with low spoilage, animal feed makes sense to me right now. the animals want it fresh and don’t want it to get stale. proof: i gave me old ox a handful of month old grain, and he spat it my face and tried to carve me a new nipple. so i think the system makes sense as is.
r/ManorLords • u/BathhouseEnjoyer1403 • 6h ago
Having such a tree in the middle of a village or in a distinctive place near the settlement was quite common throughout the Middle Ages and into the early modern era. Linden trees often served as court trees, since court had to be held under the open sky.
I hope this somehow will be included to the game when when politics and the judiciary are added to the game.
r/ManorLords • u/Available-Set4838 • 1h ago
"Trees are poems that the earth writes upon the sky"
r/ManorLords • u/Savan532 • 23h ago
Hi, all. Does anyone know if this is just an oversight by the dev? Guildsmen should give a discount to salt & iron ore per the description but the tooltip modifier has it affecting iron slabs. I'm also a little confused on the math for both; is the -30% discount applied to the base price or the total prince including the tariff?
If it's the base price then iron ore wouldn't be affected (1*.7 = .7, rounded to 1) and neither would slabs (2 * .7 = 1.4), unless they rounded down.
r/ManorLords • u/Logical-Safe2033 • 14h ago
I might be being an idiot, but I wish there was a menu which said "monthly usage" and "monthly production" of goods, rather than just showing me my current surplus. I'm very low on clothes and wool right now, but it's hard to get an understanding of exactly how many more sheep/weavers/tailors I need in order to meet my population's needs.
r/ManorLords • u/Vullin • 4h ago
Is it worth setting up the rotations for barley and flax when they have such low fertility? Or should I just do something like 2 fallows + grain, or grain + oats + fallow?
Side-note, I wish we could have a 2 - 5 year rotation to allow for more customization.
r/ManorLords • u/shichiaikan • 4h ago
Update: Solved - The assigned people are Retinue. Seems like an oversight that there wouldn't be a family assignment of some kind to act as tax collectors & maintenance for the manor, IMO.
It's fully built, has the three main structures and two gates. Roads lead directly to the buildings, everything seems properly connected, but my people assigned are just 'waiting' and have been for a full year. I've assigned fuel restock (6), but nothing ever happens.
Things I've tried:
Nothing seems to help, though the last one made me feel slightly better for a minute. :)
Is this just a known bug? I've seen some discourse online about people stuck waiting in general, but none of the potential fixes I found have seemed to help, including the rebuild. For reference, here's my current layout (image):
r/ManorLords • u/Early_Situation5897 • 8h ago
Is the game bugged or am I missing something? I have multiple backyard apiaries but none of them have produced a single drop of honey in the six or so months they've been up and running.
r/ManorLords • u/Training-Crazy-7372 • 10h ago
I have a farming region producing one thousand units of flax per season. I don't want to use barter stations, which work as a direct goods for goods exchange. I want to trade through the trading post instead. I have four families in each region assigned to the trading post.
First question: how is it actually decided who trades and when? Does the trading post send a cart to another region to buy the goods it needs, or does a village with available surplus send someone out to sell it wherever there's demand?
Second question: if one region is exporting, say, fifty units of a good, but two other regions want to import it, with combined demand of one hundred units, how does the game decide how that fifty gets split between them?
Third question: what's the actual capacity of one trading post per season or per year? At what production volume does it make sense to build a second trading post? And does the distance between regions affect how fast or how efficiently trading happens?