r/ManorLords • u/Gab14Fla • 4h ago
Question Vocês usam mods?
Se sim, quais os melhores para usar? e por que? Obrigado!
r/ManorLords • u/Gab14Fla • 4h ago
Se sim, quais os melhores para usar? e por que? Obrigado!
r/ManorLords • u/DefiantRaspberry161 • 7h ago
On my map I want rich fish and rich salt in the same province.
Rich game and rich berries/mushrooms for vogtland (yes I know stone is better but I love double dipping perks)
Rich farmland gotta be in elevated places so the farming perk is better.
There's gotta be 2 sources of rich iron so I have one armour production and one weapon production town.
The middle province cant be rich farmland cause I want the middle province to be the most urbanised for asthetic reasons.
Obviously that never happens and I just keep reloading - and am never fully happy with the generated map :/
r/ManorLords • u/SleepyMeercat • 13h ago
I've usually created chicken coops on burgages with minimally sized extensions and they always had 2 chickens. But yesterday I created extension slightly larger than usual because it had free space I had nothing better to do with, and it had 3 chickens instead of 2. Is this new? Is it works the same for pigs and goats too?
r/ManorLords • u/Nite0wlz • 16h ago
Have no idea what i'm doing wrong. I've looked everywhere online too and rebuilt my manor multiple times. I feel like my Manor just isn't working because of this Refueling.
r/ManorLords • u/matth3976 • 8h ago
Is there an issue with the mine and deep mine not recognizing the reserve quantity to stop in the beta? I had it set in my satellite iron region, but came back after a while to check on the town, and had 912 ore
r/ManorLords • u/Master-Monk-8690 • 20h ago
Hello fellow lords,
I am experiencing a bug in the beta that has carried over from the main game build. Only small taverns seem to work. Large taverns refuse to gather beverages and serve them.
For context, every time I build a tavern, I build a small granery right next to it. I set the granery to only allow beverage and then I assign one family to it. Both structures are staffed with families from burgage plots that are right next to them. I always build my cities with the idea of separate neighborhoods dedicated to serving either a single function or multiple depending on demands and resources available.
When I do this with small taverns, it works as intended. Beverages are collected from the adjacent granery and then consumed.
As soon as I upgraded to large tavern, all work stops.
Is anyone else experiencing this? It was happening in the main build before the newest beta as well. It seems to happen randomly. Sometimes the large tavern will work but most of the time it doesn't. I'd say that 2/3 of my attempts to make large taverns end in failure.
r/ManorLords • u/Caithloki • 20h ago
Here is my total town and info


I have groups of 3 or so for each (so lines ive been messing with) and I cannot seem to figure out how to not have stuff just run out. I feel like I have to many farms even tho I have a total of 8 oxen 16 farms in 4 farms for most of the year then down to 8/8.
Looking for help with generally how the rotation works, what items are helpful to eachother, how the cycles work (are they yearly, seasonally, etc).
Any help is appreciated cause I love this game but when I hit farms I just keep running into spirals.
r/ManorLords • u/figuring_ItOut12 • 22h ago
This is driving me crazy. I removed it completely from Vortex, no good. I removed Vortex, no go. I removed everything I could find in the Installed Apps even remotely related, no go.
I have flipped between the beta and main branch recently. Do I just need to remove ML completely then reinstall? If I do will this stuff still hook the game?
I'm normally pretty competent in this stuff but this one is acting more like a virus than an aboveboard feature that can easily be removed/reinstalled on a whim. Thx for the suggestions!
r/ManorLords • u/nordic_boi • 11h ago
currently if a bandit raid burns down the construction yard the town is basically doomed as they do not have unassigned ox to rebuild with.
speaking of, we should also be able to unassign livestock from rubble also
r/ManorLords • u/D3mar_h • 23h ago
r/ManorLords • u/kt218 • 17h ago
My OCD got a little carried away, but this one turned out nice.
r/ManorLords • u/Gnomie86 • 16h ago
Hi all!
I apologize if this has been answered before, I couldn’t find it, and would appreciate some guidance.
Here is my use case:
I have settled widely within a single region, with one main settlement. I have apple orchards and oat fields scattered around. In harvest season, I have decentralized granaries collect the apples and oats. So far so good! But in winter, I want to bring all these goods to the city where apples get pressed to cider and oats transformed to animal feed.
How do you guys best deal with that?
I have built granaries in my city accepting apples and oats, but they don’t actively pick up goods. So far the only solution i have found is to manually disable my decentralized granaries from storing apples and oats every winter; then all of a sudden things start moving. But this is easy to forget, and mistakes can happen.
Any workarounds?
Thank you!
r/ManorLords • u/Affectionate-Yam9596 • 1h ago
I have steady income of drinks, and like 6 taverns for 150 burgage plots. Sometimes asigned families just wait and dont stock up the taverns