NetworkSync supports multiplayer networking for the Realistic Farming mod ecosystem. It is mod 2 in the load order, after StateLedger, and replaces each companion mod’s own network event classes with one batched sync cycle.
Features
- Companion mods register a schema and call
markDirty. - NetworkSync serializes, batches at 1Hz, and delivers network data.
- Reduces multiplayer traffic and prevents cross-mod rubber-banding caused by many mods syncing on their own timer.
- There are no settings and nothing to configure. Install it, keep it loaded, and let the companion mods use it.
Changelog
- V2.2.0.0
- Fixed, Multiplayer: a malformed or oversized sync or action message from a client can no longer stall a host or dedicated server. Each message is held to the size its sender can actually produce, and one that breaks that limit is dropped unread.
- Fixed, Multiplayer: a server no longer reads sync data that only a server should send.
- Changed, for mod authors:
requestActionnow warns once per action when it is given a keyed table instead of a list, because keyed arguments never reach the server.
- V2.1.0.0
- This update is mostly under the hood, for the other Realistic Farming Suite mods that rely on NetworkSync to keep multiplayer games in sync. Nothing here changes how you play.
- Added a new private sync option that other Realistic Farming mods can use to send you information meant just for you, instead of broadcasting the same data to everyone.
- NetworkSync no longer requires
FS25_StateLedgerto be installed alongside it. If you already run both, nothing changes for you; if a suite mod only needed NetworkSync, you may no longer need StateLedger too. - No save migration needed.
- V2.0.1.0
- Fixes for players joining multiplayer sessions.
- Fixed, a blank join filename no longer aborts the rest of the sync.
- Fixed, the join handshake now waits on the server’s reply, so clients connect more reliably.
- No save migration needed. Existing saves load as normal.






