Por falta de fondos, desde junio de 2020, este portal de intercambios se encuentra congelado. Ha sido imposible mantener activo el sitio que ha crecido constantemente desde que se abrió en 2006. Queremos agradecer a quienes, de una u otra forma, apoyaron esta iniciativa de Radialistas Apasionadas y Apasionados: la oficina de UNESCO en Quito por aportar el empujón inicial; a CAFOD por confiar siempre en nuestras iniciativas; a HIVOS y la DW-Akademie por sus apoyos para ir mejorando la web y mantener el servidor; a Código Sur por sostener técnicamente Radioteca la mayoría del tiempo que estuvo activa; a Roberto Soto por su solidaridad técnica en estos últimos años; y la Red de Radios Comunitarias y Software Libre que, junto a Guifi.net, permiten que esta versión final de Radioteca siga en línea y no se pierdan nunca los audios que muchas radios nos confiaron a lo largo de 14 años.
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According to recent community discussions and Reddit updates, modders are actively exploring synchronization between multiple game clients.
: The developers have stated that Going Medieval is designed as a single-player experience. While they have not entirely ruled out multiplayer for the future, it is not currently on their development roadmap. Modding Challenges : Unlike similar games like , which has a popular Multiplayer Mod
The multiplayer mod operates on a host-and-client architecture. One player acts as the host, loading their local save file and acting as the server. Other players connect to the host using an IP address or a shared session ID. Shared Colony Management
For those who might want to manually install older mods (like the console mod from aedenthorn on Nexus Mods), the process is a bit different. You would need to navigate to your Going Medieval installation folder (usually Program Files > Steam > steamapps > common > Going Medieval ), then go into Going Medieval_Data , then Managed , and paste the mod's .dll file into that folder. However, with the official Workshop integration, this manual process is no longer necessary for most users. going medieval multiplayer mod
Elias did the math. The raiders would destroy her in four minutes. Then they’d wander north, loot his raspberries, and finish off WarlockSteve’s half-built stone wall. Unless…
To find functional multiplayer mods, you will likely need to look to platforms that focus on community-created content:
Download the latest 64-bit version of from its official GitHub or trusted modding hubs like Nexus Mods. Modding Challenges : Unlike similar games like ,
Is your primary goal to build a single castle together or have separate colonies? Are you using the Steam version of the game? Share public link
: A simpler alternative where players manage separate colonies but can "interact" by trading resources or sending caravans to one another's world maps. This approach avoids many of the technical hurdles of real-time syncing. Why an Official Multiplayer Doesn't Exist (Yet)
available for public use. While the community has frequently requested this feature, the developers at Foxy Voxel remain focused on expanding the single-player experience. Current State of Multiplayer Official Stance Shared Colony Management For those who might want
The official modding support has made the process very straightforward:
Let’s be perfectly clear: The developers at Foxy Voxel have been transparent about this from the start. Their primary focus has been on deepening the single-player simulation: adding more research tiers, religious systems, animal husbandry, and performance optimization for massive settlements.
The Going Medieval Multiplayer Mod boasts an impressive array of features, including: