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Multiplayer Mod - Going Medieval
Report: The State of Multiplayer in "Going Medieval" Date: October 26, 2023 Subject: Analysis of Multiplayer Modifications for Going Medieval Game Version Context: v0.18.x (Pegomancy Patch) and beyond
1. Executive Summary As of the current development stage of Going Medieval , there is no official multiplayer support , nor is there a stable, publicly available multiplayer mod comparable to the "Multiplayer Mod" seen in titles like RimWorld or Terraria . Despite high community demand, the technical architecture of the game and its stage in Early Access have prevented the creation of a sustainable multiplayer experience. This report details the current modding landscape, the technical hurdles involved, and the community consensus regarding cooperative play.
2. Current Status of Multiplayer Mods 2.1. Lack of a "Golden Standard" Mod Unlike RimWorld , which utilizes a robust multiplayer mod allowing synchronous co-op, Going Medieval lacks a widely adopted equivalent.
Nexus Mods & Workshop: A search for "Multiplayer" on Nexus Mods and the Steam Workshop yields no functional, active multiplayer frameworks. False Positives: Users may find mods labeled "Multiplayer" in discussions, but these are often outdated experiments, April Fool's jokes, or mods that merely share map seeds (allowing two players to build on the same terrain independently, but not simultaneously). going medieval multiplayer mod
2.2. Historical Context & Abandoned Projects Shortly after the game's Early Access launch (June 2021), several modders expressed interest in creating a multiplayer framework. However, these projects typically stall due to:
Code Obfuscation: The game’s codebase makes it difficult to hook into the necessary network layer. Game Updates: The developers (Foxy Voxel) frequently update the core engine, breaking complex mods that alter the fundamental game loop. Modders often wait for the game to reach a more stable release state before attempting a total conversion like multiplayer.
3. Technical Roadblocks The implementation of multiplayer in Going Medieval faces three critical technical hurdles: 3.1. Deterministic Simulation Colony simulators rely heavily on deterministic math. If a pawn decides to walk left, that decision must be calculated identically on two different computers to prevent desynchronization. Going Medieval was built from the ground up as a single-player experience. Retrospectively forcing determinism is a massive undertaking that often requires rewriting the core physics and pathfinding engines. 3.2. Speed Controls (Pause/Fast Forward) The primary mechanic of Going Medieval is the ability to pause, speed up, and slow down time. In a multiplayer environment, this becomes a User Experience nightmare. Report: The State of Multiplayer in "Going Medieval"
Scenario: Player A wants to pause to micro-manage a fight. Player B wants to fast-forward through the night. Most successful multiplayer colony sims (like RimWorld MP) implement a voting system or a host-authority system, but coding this into a game engine not designed for it creates significant lag and desync issues.
3.3. The Z-Axis (Verticality) Unlike many 2D colony sims, Going Medieval utilizes a robust multi-level Z-axis system (building up and down). While not impossible to sync, this adds a layer of complexity to pathfinding and rendering data that must be transmitted over the network, increasing the likelihood of performance issues and desyncs.
4. Community Response and Workarounds 4.1. The "Couch Co-op" Method The closest the community has come to multiplayer is the informal "Couch Co-op" method. This report details the current modding landscape, the
Method: One player controls the mouse/keyboard, while another assists with decision-making or using a secondary controller if keybindings allow (though the UI is not optimized for this). Verdict: This is the only currently viable way to play "together."
4.2. Modding Community Sentiment On platforms like Discord and Reddit, the modding community generally agrees that a multiplayer mod is unlikely to appear until the game exits Early Access and the codebase stabilizes. Modders currently focus on content additions (new items, raids, mechanics) rather than engine conversions.