Going Medieval Multiplayer Mod -

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).

In the crowded genre of colony sims and base-building strategy games, Going Medieval carved out a unique niche upon its Early Access release. Set in a dark, low-tech future where society has collapsed into a new feudal age, the game challenges players to guide a handful of survivors from a muddy shack to a sprawling, vertical stone fortress. Its charm lies in meticulous detail: layered zoning, realistic physics for collapsing structures, and a deep simulation of individual settler needs.

Yet, for all its depth, a single question echoes through the game’s subreddit, Discord server, and Steam forums more than any other: “Is there a Going Medieval multiplayer mod?” going medieval multiplayer mod

The desire to share the burden—and the joy—of building a castle with a friend is palpable. This article dives deep into the current state of multiplayer for Going Medieval, the technical hurdles that make a "true" mod so difficult, the existing workarounds, and what the future might hold for cooperative castle-building. In the crowded genre of colony sims and

| Entity | Sync method | |--------|--------------| | Terrain modifications (digging, building) | Sync on change (reliable) | | Settler positions & tasks | Client input → server → broadcast | | Stockpile counts | Server-recalculated every 5 sec | | Time & weather | Server step (time pauses if host lagging) | | Raid waves | Server spawns, sends wave ID to clients | realistic physics for collapsing structures