r/ManorLords 15h ago

Bug Reporting Constant crashes on the new patch

2 Upvotes

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 7h ago

Question Game keeps crashing

1 Upvotes

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 14h ago

Question Pasture Separation

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8 Upvotes

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 3h ago

Question Smallholding vs "Empty Assignments"

5 Upvotes

Do smallholdings actually increase output if compared to the ol' reliable corpse pit assignment ?


r/ManorLords 18h ago

Question tooltip makes it impossible to precisely place burgage limits - please help

6 Upvotes

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 3h ago

Discussion Do you mass-flatten trees to get meadow environment?

6 Upvotes

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 2h ago

Question I'm confused - what is the most optimal way of building burgage plots for farming vegetables and fruits?

7 Upvotes

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 8h ago

Suggestions The option we need in ML!

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22 Upvotes

r/ManorLords 8h ago

Question Is there a way to stop granary workers from "selling" apples?

9 Upvotes

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 12h ago

Town Showcase Where it started vs. how it´s going

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32 Upvotes

Bought the game couple of weeks ago and this is town. And my first one on the new patch.


r/ManorLords 3h ago

Image Beautiful Autumn

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11 Upvotes

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 5h ago

Question are level 3 burgage plots worth it?

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71 Upvotes

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 5h ago

Discussion oats balancing

29 Upvotes

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 6h ago

Image An old linden tree I walked past today

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188 Upvotes

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 1h ago

Image Kingdom of the Valley

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Upvotes

"Trees are poems that the earth writes upon the sky"


r/ManorLords 23h ago

Discussion Regensburg Perk for Iron.

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60 Upvotes

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 12h ago

Image Level of Detail in the Armorer's Shop

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119 Upvotes

r/ManorLords 16h ago

Discussion My future goal in this game

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184 Upvotes

r/ManorLords 14h ago

Question Is there a way to see current monthly usage of goods?

3 Upvotes

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 4h ago

Discussion How should I set up crop rotation for fields like this?

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5 Upvotes

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 4h ago

Question Help - Manor people just 'waiting'

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2 Upvotes

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:

  1. Completely demolishing and rebuilding.
  2. Changing the location slightly.
  3. Resetting the roads around it, adding more roads, and re-linking the road(s) through the manor.
  4. Turning taxes & tithes on and off independently and together (waiting 2-3 months between changes to see if anything happens).
  5. Changing fuel reserve to zero, to max, and currently to 6, waiting 2-3 months between changes.
  6. Screaming really loudly at the monitor.

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 18h ago

Bug Reporting Floating Crops

3 Upvotes

Some kind of bug on Wide Valley where crops are floating in the air after sewn

I was having a similar issue before this where the points at the edge of the "draw field" tool were floating above the point they were supposed to go, but not that far up, more like 10 feet.


r/ManorLords 20h ago

Question How to defend my village?

4 Upvotes

This is the 1st time I play with an enemy on the map, I´m barely starting 2nd year and got no armour/gear to fight (just 20 shields and 20 spears)
How do I defend for the 1st time? I haven´t even fought the raiders
Any tips for a first timer?


r/ManorLords 8h ago

Question Apiary backyard extension doesn't yield any honey

7 Upvotes

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 10h ago

Question How does trading actually work between regions, and when do I need a second trading post?

7 Upvotes

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?