Going Medieval Multiplayer Mod 【POPULAR — Blueprint】
While some community members have discussed the possibility of a "co-op mod" similar to the one created for
Hosting the mod is demanding. Because Going Medieval was never designed for networking, the host’s computer does double duty: running the full simulation and packaging that data to send to clients.
If you see a "Desync Warning," pause the game immediately. Have all players stop issuing commands, let the host save, then re-host. Frequent desyncs usually mean one player has a different mod list. going medieval multiplayer mod
This mod does not require the game to be rewritten from scratch. By leveraging Going Medieval’s robust modding API (XML patches, Harmony, custom behaviours) and adding a lightweight relay server, true multiplayer is achievable within 6–9 months of active development.
, there is no active project providing this functionality. Users interested in similar medieval or colony-sim multiplayer experiences often look to other titles that have either built-in co-op or established mods. Status of Multiplayer and Modding Multiplayer? :: Going Medieval General Discussions While some community members have discussed the possibility
Here’s a write-up for a , structured like a mod proposal or feature overview.
Foxy Voxel has consistently stated that for the base game. Their roadmap emphasizes deep single-player mechanics such as Grand Objectives, Renown systems , and enhanced settler social interactions. Have all players stop issuing commands, let the
If you are looking to join a multiplayer session or track the mod's development: