The shared layer MCF modules run on: persistent storage, screens on world objects, an event layer, a self-test suite. No gameplay of its own. Docs: github.com/olmopje/milsim-creator-framework/wiki
Players now
15
Servers
40
Rating
100%
2 votes
Subscribers
-
570 downloads
Busiest servers running it 40 in total
All serversPlayers on servers with it
daily, last 30 days
Details
- Author
- olmotje
- Version
- 0.0.25
- Size
- 340 KB
- Licence
- APL
- Game version
- 1.8.0.13
- Likes
- 0 / 0 dislikes
- Published
- 14 Sep 2026
- Updated
- 2 weeks ago
- Workshop ID
- 6A50E40BA3B94A4F
Recent adoption
30 days: +149 −99 ↑68
- + OmegaRP | Modded Cars | Modded Factions | https://discord.gg/4Y6TbsTzQ | 0.0.25 1h ago
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- + [GER/DE] WolfRot | ChillSim RP | Story Anizay | https://discord.gg/Y7nkFT6vDA 0.0.25 11h ago
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- + [UK/EU] - FILTHY CASUAL'S | PvE GM | CONSOLE OPTIMISED | Active Admins 0.0.25 19h ago
- + Fear The Outbreak 0.0.25 20h ago
- − Fear The Outbreak 0.0.25 22h ago
- − Omega | Police-RP | Modded Cars | Modded Factions | https://discord.gg/4Y6TbsTzQ | 0.0.24 1d ago
- + g3sum 0.0.25 1d ago
Required by
8Often used with
8Version history
12-
v0.0.25 340 KB 28 Sep 2026
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v0.0.24 328 KB 28 Sep 2026
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v0.0.23 305 KB 26 Sep 2026
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v0.0.22 305 KB 25 Sep 2026
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v0.0.21 305 KB 25 Sep 2026
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v0.0.20 305 KB 25 Sep 2026
Description from the Workshop
MILSIM CREATOR FRAMEWORK - CORE MODULE Core is the shared layer the other MCF modules run on. It adds no gameplay by itself, and there is nothing to place in your world to switch it on - it attaches itself to whatever game mode your mission uses, whether that is the vanilla Game Master one, Conflict, Combat Ops or somebody else's modded game mode. WHAT IT PROVIDES Persistent storage - Key-value store written to the server profile - Survives mission restart and server restart - Each module keeps its own namespace Screens on world objects - Puts a real UI layout on a prop: a board, a monitor, a sheet of paper - Built when a player comes close, torn down when the last one leaves - Per-object read range, fade distance, refresh rate and sharpness Event layer - Publish and subscribe by name - Every publisher and subscriber registers at start-up, so a chain that can never fire is reported then instead of during a session Tick and budget management - Critical and cosmetic work on separate intervals, so a mission with a lot of scripted props does not spend its frame on things nobody is looking at Self-test suite - Runs inside a live session with real connected players, because replication faults do not show up in a single-player editor - Each check logs what it measured and what a failure would cost a player Also: logging behind one switch, object identity, Game Master attribute plumbing, and the data set registry the Mission Data screen reads. DOCUMENTATION AND BUG REPORTS https://github.com/olmopje/milsim-creator-framework/wiki The wiki covers both halves of every module: what you set up in the Workbench and what you do in Game Master. "Your First Mission" walks from an empty world to something playable. Bugs and requests: https://github.com/olmopje/milsim-creator-framework/issues Tell us what you did, what happened and what you expected. If you can, attach the [MCF] lines from your log - every part of the framework writes one when it starts and another...