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Mod — Going Medieval Multiplayer

Unlike RimWorld’s flat 2D grid, Going Medieval is fully 3D. Every block is a voxel. Pathfinding in a 3D space is exponentially more complex than in 2D. Now imagine synchronizing that pathfinding across two machines in real-time. If your game says a settler is on floor 3, coordinate (45, 22), but your friend’s game thinks they are on floor 2, coordinate (45, 23) due to a single dropped packet, the entire simulation desyncs. The mod would have to constantly reconcile these 3D positions without crashing.

If you are passionate about a Going Medieval multiplayer mod, you are not powerless. going medieval multiplayer mod

It would be unfair to say no one is trying. On platforms like GitHub and the Going Medieval Modding Discord, there have been sporadic discussions about reverse-engineering the game’s networking layer. Unlike RimWorld’s flat 2D grid, Going Medieval is

The game is built on Unity, which has built-in networking solutions like Netcode for GameObjects (NGO). In theory, a modder could re-implement the game’s entire entity system to use NGO. In practice, this means: To date, no team has committed to this monumental task

To date, no team has committed to this monumental task. The Going Medieval modding scene, while passionate, is much smaller than RimWorld’s. Most modders focus on quality-of-life additions, new items, or new races—achievable within the existing framework. Multiplayer remains the "white whale."

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.

| Component | Choice | |-----------|--------| | Netcode | Mirror (high-level, Unity-friendly, HLAPI-like) | | World Sync | Server-authoritative with client-side prediction for movement | | Settlement Ownership | Shared (co-op) or per-player territory (PvP) | | Save/Load | Host saves full game state; joiners download snapshot | | Max players | 8 (performance limit on pathfinding + AI sync) |


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).

going medieval multiplayer mod

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