It must be as @Tom Sawyer says with the inputs playing havoc with the workers, as it works fine on buildings that don't have an input (my beehives, original tunnel mine, etc).
I think so too because the flax weaver works similarly. It still produces but the behaviour of the worker is very odd. The weaver takes 100 flax, produce a little something; say 4 linen from 20 flax and then carries the rest 80 flax back to the barn, gets new 100 flax, produces something, carries the rest back and so on. Opposit to the Worker´s Construction they do produce something each time but only once. If you locate barn and flax and weaver close to each other, the site produces OK but I suppose it would be better if only one thing was produced.
Mines. I built an "Improved mine" I think it´s called. It uses 2 lumber and 1 lamp oil to produce 5 coal or ore; the value of the input is higher than the output. I use it now to produce coal for coke. The Battery Coke Oven is very profitable, so if you look at it together; one miner and one worker producing coke with some input of lumber and lamp oil, it´s a decent production with a decent profit, even if the miner alone is a loss. I don´t like when the value of the input is higher than the output but if you set the input to 1 lumber and 1 lamp oil, I think these production numbers and values can work, at least as long as you can´t buy a large amount of ore and coal, and it doesn´t look like the merchant to the small specialized port bring very much. I will test the other ports too.
This is an industrial mod; to me, it means that it should be possible to let your population work in this industry, sell their endproducts and buy food and other basic needs for it. Every step in this chain mustn´t make a huge profit as long as the end product is valuable enough to support the settlement. But the risk is always if some steps in a production chain are unprofitable, people like me would try to out trick it and buy raw materials and intermediate products. One way to stop this is to give each step of the chain some kind of decent profit, another is to stop merchants from bringing a large amount of these raw and intermediate products. Maybe some combination?
I will try alter a couple of the variables differently and see if it stops the transmission.
Maybe you got me wrong; It was the text; an outbreak of" I found funny. The "disease" wasn´t spread to anyone else. (Even though it may be contagious, too; I fell from a ladder last summer and broke my foot, my neighbour fell from the same ladder two weeks later and broke his hip)
I have a few new little things.
I really like the look of the big quarry. This is the first Banished quarry that looks good!

But it looks like you can choose between two different productions, both say the same; 1-2 Stone (Tools; stonemason).
The candlemaker has a wrong text in the menu; it says you need 7 beeswax but it´s only 3. But also this way candlemaking is slow and not very profitble.
The timber mill has a fantastic "animation" of the wheel. It looks really great! But the menu for firewood is wrong; saying you make 6-8 firewood from 2 logs.
I can´t build the "Thomson Trade Stone Road" on an existing dirt road like you can with a vanilla stone road.
PS: My husband is now at home, very weak, needing a lot of care. I will probably have much time to play Banished because I want to stay close to him. And my computer is next to the bedroom.