Going Medieval Multiplayer Mod [upd] 🎯 Full Version

The mod syncs a massive amount of data regarding pathfinding, structural integrity, and item durability. A wired LAN or high-speed fiber connection prevents "desyncing" (where one player sees a settler in a different spot than the other).

Type %localappdata%low\Foxy Voxel\Going Medieval and hit Enter.

Players do not manage separate rival kingdoms. Instead, you share a single colony. Everyone has access to the same resources, settlers, and building blueprints. This requires high coordination, as one player's architectural mistake can drain the shared wood supply. Real-Time Desynchronisation Fixes going medieval multiplayer mod

Extract the multiplayer mod .dll files into the BepInEx/plugins folder.

have consistently maintained that the game is designed as a single-player experience, the growing interest in multiplayer has led independent modders to explore how to bring shared survival to the 14th-century world. The Current State of Multiplayer Mods The mod syncs a massive amount of data

Going Medieval is a deterministic-seeming but not fully deterministic Unity-based colony sim focused on building, resource management, and NPC AI. This paper proposes a mod architecture that enables cooperative multiplayer (shared world, multiple human-controlled colonists) without rewriting the base game, using an authoritative server mod plus lightweight client sync mod.

The roadmap is what truly matters. Foxy Voxel has announced which will, according to their plans, allow for: Players do not manage separate rival kingdoms

, which serves as a successful proof-of-concept for similar colony sims. Where to Find Updates