diff --git a/Assemblies/0MultiplayerAPI.dll b/Assemblies/0MultiplayerAPI.dll
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diff --git a/Source/Modules/Multiplayer/Multiplayer.cs b/Source/Modules/Multiplayer/Multiplayer.cs
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+++ b/Source/Modules/Multiplayer/Multiplayer.cs
@@ -0,0 +1,39 @@
+using Multiplayer.API;
+using Verse;
+using Harmony;
+
+namespace rjw
+{
+	[StaticConstructorOnStartup]
+	public static class RJW_Multiplayer
+	{
+		static RJW_Multiplayer()
+		{
+			if (!MP.enabled) return;
+
+			// This is where the magic happens and your attributes
+			// auto register, similar to Harmony's PatchAll.
+			MP.RegisterAll();
+
+			var type = AccessTools.TypeByName("rjw.RJWdesignations");
+
+			Log.Message("rjw MP compat " + type.Name);
+			//MP.RegisterSyncMethod(type, "Comfort");
+			/*
+			MP.RegisterSyncMethod(type, "<GetGizmos>Service");
+			MP.RegisterSyncMethod(type, "<GetGizmos>BreedingHuman");
+			MP.RegisterSyncMethod(type, "<GetGizmos>BreedingAnimal");
+			MP.RegisterSyncMethod(type, "<GetGizmos>Breeder");
+			MP.RegisterSyncMethod(type, "<GetGizmos>Milking");
+			MP.RegisterSyncMethod(type, "<GetGizmos>Hero");
+			*/
+
+
+			// You can choose to not auto register and do it manually
+			// with the MP.Register* methods.
+
+			// Use MP.IsInMultiplayer to act upon it in other places
+			// user can have it enabled and not be in session
+		}
+	}
+}
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