Manor Lords

Manor Lords

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Residents not harvesting vegetable plots
Is anyone else having issues with families not harvesting their back yard plots even though they are clearly full of vegetables? I have many burgage plots with vegetable plots and after they spend all summer growing they just sit there and don't get harvested. I have seen one or two families harvest them but the vast majority do not.

Same issue seems to happen for apple orchards. I have several of them but only one of them got picked. I don't know if it has something to do with families being to busy with other tasks but it leaves me very low on food surplus and the winters are tough.

https://steamuserimages-a.akamaihd.net/ugc/2466359815349550356/7E6832411188D1E2F7507F4B40B92979ADB242AD/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
Zuletzt bearbeitet von Nutsackium; 28. Apr. 2024 um 13:05
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They harvest when all vegetables are sown, so once the farm is fully planted the harvests basically never stop, but if you made a big farm, there is a long delay until the vegetables are all sown.

Basically, its a game of how long are you willing to wait versus how much you want to break things when they payoff comes.
I had 400 veggies in my Large Granary at end of last Restoring Peace run through. Veggies were my staple to make sure no starving when all other foods were low. Make sure the homes with veggie plots have BIG veggie plots, and it seems like it took a couple of harvest years for the quantity to really start jumping quickly.

Last scenario run though on Restoring Peace I did not build a single home that didn't have workship/garden space, with a lot of veggie gardens and chicken coops you can sustain without having to focus on bread industry or trade to keep everyone fed
Zuletzt bearbeitet von LetGodSortThemOut; 28. Apr. 2024 um 17:51
Mastery of eggs, vegetables, and orchards greatly eases challenging difficulty in my limited experience.

The berries/meat cap out at 20 plots foods needs met if you have optimal spawns and optimal skills for them, where as good orchards and vegetable farms can cover a hundred plots needs, and if half your plots have eggs you will have enough eggs to stay happy.

A plot can have 1-4 families (5 for the worker camp) so you can't really break more then 80 families without any two of the three: Trade, good use of all three backyards, and bread.
More info here : https://steamcommunity.com/app/1363080/discussions/0/4355620138228371293/

- You need to upgrade to tiers 3 mini to get 2 families per house. (So 4 families working on the plot of the workshop)
- It's better to get 2 house per living space
- 2 vegetables workshop are enough for getting 200-300 vegetables.
- Apparently, sometimes, the vegetables are on the stall but not in the granary (bug?)
- When they harvest a carrot, they plow a new one at the same place directly.
Zuletzt bearbeitet von [BLK] Telu; 29. Apr. 2024 um 4:08
Finwaell 30. Apr. 2024 um 11:40 
I love this gamer to bits, but at this stage it's really unplayable yet.

Farming broken completely. They saw the first crop but let the second year crop go to waste completely ignored it and "waited" even though I had 4 families assigned to the farmhouse.

Does every field need it's own farmhouse? How does that work? Made some additional fields for more wheat since low yields and one big for barley, they didn't even tilt it for half a year.

Ignoring the early harvest command. Had 100% flax by the end of June, ticked force early harvest since they weren't doing anything anyway and ignored it.
!00% of crop wasted.

They completely ignored large patches of vegetable gardens even though they had time to collect it.

I had over 70 people by then and they would go hungry with farmers like this Not enough game to support them.

Is there any specific time for tilting? for sawing? they can't saw late even if the yield would be smaller? It's not explained in any tooltip anywhere. I could have sent those 12 people to mines or something.

How does trading work exactly? is it faster if there's more families assigned? Does each family take care of one trade route? Or each person in the family? How does that work precisely?

Priorities don't seem to work they all do what they want anyway.

Archers don't do ♥♥♥♥, wasted a lot of wealth to get those bows and they are completely useless. (I know HE promised to fix them.. well maybe shouldn't have break them in the first place, archers are supposed to be strong.

Enemy baron moves way too quick. since he doesn't have any settlement per se and infinite money he can have infinite mercenary companies, hunts down ALL the bandits getting even more money for mercenaries and influence and claims 3 regions before you can claim one. At the rate of your development even if you are super effective you can't outpace him. if you challenge his claim he pulls 3-4 mercenary companies out of his ass and decimates you.

Bandit's steal way too random, way too often and way too much. Immediately in the beginning when you have no way of obtaining them they stole all my tools. There's no way to prevent that, no "watchtower" or assigning a family as a "watchman" or "town guard" or something (WÄCHTER in German). they could deal with crime as well if your approval is low.

Households have demand immediately after clicking on upgrade, before even finishing the upgrade and seeing what they are.

There's almost no way to track progress of different jobs,

Horses are not to be seen anywhere, bough two, it showed they take the space in stables, showed they are in inventory but they are nowhere on the map, no way to track them like the oxen.

The whole market stalls thing is a mess, there's no way to control who gets to run a stall and who not atm. ♥♥♥♥♥♥♥ guy from lumber camp is running a stall instead of chopping trees? Also the whole family does it, or just one guy from the family? Because a lot of them show they take care of the stalls, yet they are continually empty, the fuel stall is empty all the time despite having two families on fuel. It should be in the purview of a family in charge of either JUST the storehouse and barn OR the marketplace should have an assignable family or more based on the number of stalls.

Is there a point to have more markets than one? Had one other next to the trading station with those two passive carts but all they did was take my wealth regularly and no one was coming to pick up the goods and the carts show "abandoned" all the time. like, who is supposed to run that? the trade guys? storage guys? the food guy? he has his own stall. is it just there and everyone can pick some bread? well they didn't even when running out of food ffs !

Etc etc etc....

Once the game will be finished it will be a masterpiece I am sure of that, but as it stands it's really frustrating to play it.
Almost positive, that if it's a backyard plot, those are what that family sells. If there is no place for them to place a food stall in the marketplace, or if their current food stall is full, no family member is available to work the food stall, then the vegetables from a back yard plot won't do anything.
Scales 30. Apr. 2024 um 11:50 
They can't harvest the vegetable plots if the are to busy working on other tasks. I had my farmers ignore my vegetable plots because they were to busy working my gigantic fields. Now its winter and I have 1month of food. It is cool though the wheat the harvested is being turned into bread, We will survive the winter.

If you assign them to to a different task with a lower work load they might have the time to harvest the vegetables. If you unassign them they will default to construction this happened to me also. Doh! If you have no construction try unassigning them. They should go home and work perform home chores.

I agrees that the developer(s) need to have an assignment option for the houses making them a priority.
Scales 30. Apr. 2024 um 11:52 
Ursprünglich geschrieben von SecretAgentDirt:
Almost positive, that if it's a backyard plot, those are what that family sells. If there is no place for them to place a food stall in the marketplace, or if their current food stall is full, no family member is available to work the food stall, then the vegetables from a back yard plot won't do anything.

Granary workers will collect vegetable and store them in the granary. I have had families that have no food stall harvest veggies. They just need to be free to perform the task.
Zuletzt bearbeitet von Scales; 30. Apr. 2024 um 11:57
oulala 30. Apr. 2024 um 11:58 
I only have one playthrough so I can't tell if its a rule, but I have 9-10 un-employed famillies, and vegetable harvest is very good!

I have 300 veggies in store for around 10 gardens (2-3 houses in length, 1 house-width)
Zuletzt bearbeitet von oulala; 30. Apr. 2024 um 12:00
Im having the same problem looks like new patch new bug, try adding more workers in the pantry I see some of them go and pick up the vegetables but not efficiently done, my town is starving because they dont pick the vegetables
I have 2 Vege plots each with 2 Families (6X people) each.

Each plot is made with the 2X Corpse pit method and the Growing space has been maxed.
For 5 Years these Veges have ben growing and each plot is full of mature Veg.

Over the 5 Years the Families which work close by and in easy jobs that give them plenty of free time harvest minimal Veg. Ive also unassigned them from jobs and no different.

Both plots pantries are more or less empty all the time....Granary is 10 meters away with 4XFamilies working in there. Granary has 4 Veg Stored.

Its not a logistical problem..its not a they dont have the time to harvest problem..its not a pantry is full problem.. its not a not enough Veg problem..its not a not enough people on the plot problem.. I dont know...the Family sits in their house walks out in the plot stands there then walks back in side "Waiting".

The amount of mature Veg just sitting there could be Harvested, Stored and sold at Market, yet food variety is being affected because Veg is a variety of food in low supply at market.

I have no idea what to do.....my Veg should be in the 100s yet it is 12 LOL.....imo this whole Farming and Market needs fine tuning.

If im missing something regarding the Vege plots please explain, as far as I can see I have everything covered and should be getting plenty of Veg to Market yet all I have is 4 Veg at Granary.

The problem I see is the Families living at these plots are just not using their free time well enough and Harvesting the 100s of Veges just waiting to be picked.

Thats the problem.
This thread was about old non-relevant versions.

I assign apple and veggie families to gravedigger jobs as opposed to the general labor pool. This helps keep them free for their real jobs, feeding everyone.

Apples are pointless until you see LARGE trees with blooms in their 3rd spring. Then make sure they are grave diggers waiting at home before September. After harvest, you can assign them back to anything. At least level 2 for pantry sizes, I personally like level 3 for the huge pantry that almost needs no help from grainery workers, and one of the four families can be general labor during harvest if you like.

Veggies take a couple years to get going, and once they get going, I make sure they are always gravediggers to cover the more frequent and harder to time harvests. Veggies need stronger grainery support as well IMO. Again level 2 early for larger pantries, but I have never felt the need for level 3 here unless you just want the two extra families.
avnfella 24. Juni 2024 um 19:56 
I had the same issue. For me it got fixed when I builded a road behind my houses
Takillas 24. Juni 2024 um 20:58 
Also, make sure your granary is well staffed so they can transport the veggies/apples.
I know that is an old post but I may have the solution. Try putting families on a farmhouse, it made the villagers plow, sow, and harvest in my game. It sounds like an obvious solution but you would really expect the family on the plot to do it themselves. I don't know if this works on orchards.
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