Going Medieval Multiplayer Mod [99% Premium]

This is a philosophical hurdle. Going Medieval is designed around an omnipotent, single-player ability to pause time and issue orders. In a real-time multiplayer mod, what happens when you pause? Does your friend’s game pause too? If yes, that’s frustrating for them. If no, you are out of sync. Many colony sim multiplayer solutions solve this by removing the pause button entirely and implementing a "slow-mo" or "tactical time" dial, but that would require rewriting the game’s core UI and logic.

1. Fork Going Medieval’s assembly (BepInEx or Harmony patching).
2. Replace single-player simulation loop with Server/Client split.
3. Implement Mirror NetworkManager with custom SceneManager.
4. Add NetworkTransform to settlers, NetworkBehaviour to stockpiles.
5. Create custom sync for terrain (serialize diffs using bitpacked tiles).
6. Build lobby UI inside main menu.
7. Add bandwidth throttling (max 64KB/s per player).

The RimWorld multiplayer mod (Zetrith’s) succeeded because RimWorld was built on a relatively clean, deterministic framework in C#. It was still a herculean effort, taking years of reverse-engineering. Going Medieval presents three distinct levels of difficulty that keep modders at bay. going medieval multiplayer mod

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